ARMOR & DEFENCE
Armor Rating, Rarity & Quality
Armor family establishes the defensive profile. Rarity, crafting quality, affixes, durability and the locations actually worn then determine the final protection shown in Status.
Last verified against server Pre-Alpha 0.1 + Base Stat 150 ·
STATUS ARMOR RATING
Every rarity has a visible step
Values below are complete matching sets at full durability and Regular quality. They are the rounded values shown in Status.
| Armor family | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| Leather | 13 | 14 | 15 | 16 | 18 |
| Studded | 14 | 15 | 16 | 17 | 19 |
| Ringmail | 17 | 18 | 19 | 20 | 22 |
| Chainmail | 20 | 21 | 22 | 23 | 25 |
| Bone | 28 | 29 | 30 | 31 | 33 |
| Plate | 40 | 41 | 42 | 43 | 45 |
CRAFTING QUALITY
Exceptional matters without erasing rarity
The live order is rarity Armor Rating, then Exceptional quality, then Reinforced, then durability and body-location coverage.
| Family | Common regular | Common exceptional | Legendary regular | Legendary reinforced | Legendary exceptional | Legendary exceptional + reinforced |
|---|---|---|---|---|---|---|
| Leather | 13 | 16 | 18 | 19 | 21 | 22 |
| Studded | 14 | 16 | 19 | 20 | 22 | 23 |
| Ringmail | 17 | 20 | 22 | 24 | 24 | 26 |
| Chainmail | 20 | 22 | 25 | 27 | 27 | 29 |
| Bone | 28 | 31 | 33 | 35 | 36 | 38 |
| Plate | 40 | 43 | 45 | 48 | 48 | 51 |
PVP EXAMPLE
Legendary Regular keeps the defensive lead
Each cell is final damage from a raw 50 physical hit: AP0 first, then AP20. Lower damage is better.
| Family | Common exceptional · AP0 / AP20 | Legendary regular · AP0 / AP20 |
|---|---|---|
| Leather | 42 / 44 | 41 / 43 |
| Studded | 42 / 44 | 41 / 43 |
| Ringmail | 41 / 43 | 39 / 42 |
| Chainmail | 39 / 42 | 38 / 40 |
| Bone | 35 / 38 | 34 / 37 |
| Plate | 29 / 33 | 28 / 32 |
Armor Penetration reduces the Armor Rating considered by that attack. Steady Aim keeps its existing AP20 rule, while Armor Break still lowers effective Armor Rating by 10 for its normal duration. Rarity also improves protection in PvM through the existing hit-location armor calculation.
CONDITION
Durability still matters
| Remaining armor HP | Armor Rating retained |
|---|---|
| 100% | 100% |
| 75% | 87% |
| 50% | 75% |
| 25% | 62% |
| 0% | 50% |
Repairing equipment restores its existing durability path. Rarity and quality do not bypass condition loss.
FAMILY RULES
Mana and heavy-armor costs stay separate
| Family | Meditation contribution | Ranged recovery | Maximum Stamina |
|---|---|---|---|
| Leather | 100% | None | None |
| Studded | 50% | None | None |
| Ringmail / Chainmail / Bone | 0% | None | None |
| Plate | 0% | Up to +1.000 s PvP / +0.500 s PvM | Up to −6 maximum Stamina |
MATERIALS & AFFIXES
Defense has separate layers
Rarity supplies the family Armor Rating curve. Exceptional quality and Reinforced modify that rating in order. Materials keep their own durability, requirement and contextual resistance identity, while Ward affixes keep their existing PvM resistance effects. A material does not silently replace the rarity curve.
MANA RECOVERY
Leather and Studded halve total mana regeneration
Wearing even one Leather or Studded armor piece reduces your total mana recovery rate by 50%. This applies to passive recovery and to the faster recovery while actively Meditating, after the other regeneration bonuses are calculated. A normal recovery interval therefore takes twice as long.
Leather still allows the full Meditation skill contribution; Studded first reduces that contribution to 50%. The final armor penalty then applies to the resulting total rate. These are separate steps, so Studded is not simply equivalent to Leather.
EQUIPMENT CARE
Ordinary wear and repair
| Equipment | Wear chance per eligible hit | Loss on a wear event |
|---|---|---|
| Weapons | 2% expected | Ordinary weapon durability rules |
| Armor | 2.5% expected | At most 1 point |
| Shields | 2.5% expected | At most 1 point |
Ordinary combat wear is half its former rate: each otherwise valid loss has a further 50% chance to be prevented. Self Repair and PvM Preservation keep their existing checks, so actual wear may be lower. The amount lost when wear occurs and normal repair rules are unchanged.
Clothing also receives the 50% prevention check, but retains its own wear rules rather than the armor or shield percentages.
The retired corrosive exceptions no longer add per-swing Slime/Acid Elemental wear, large blunt-hit armor losses, Ilhenir’s equipment corrosion or Verite/Valorite Elemental item destruction.