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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 familyCommonUncommonRareEpicLegendary
Leather1314151618
Studded1415161719
Ringmail1718192022
Chainmail2021222325
Bone2829303133
Plate4041424345

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.

FamilyCommon regularCommon exceptionalLegendary regularLegendary reinforcedLegendary exceptionalLegendary exceptional + reinforced
Leather131618192122
Studded141619202223
Ringmail172022242426
Chainmail202225272729
Bone283133353638
Plate404345484851

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.

FamilyCommon exceptional · AP0 / AP20Legendary regular · AP0 / AP20
Leather42 / 4441 / 43
Studded42 / 4441 / 43
Ringmail41 / 4339 / 42
Chainmail39 / 4238 / 40
Bone35 / 3834 / 37
Plate29 / 3328 / 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 HPArmor 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

FamilyMeditation contributionRanged recoveryMaximum Stamina
Leather100%NoneNone
Studded50%NoneNone
Ringmail / Chainmail / Bone0%NoneNone
Plate0%Up to +1.000 s PvP / +0.500 s PvMUp 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

EquipmentWear chance per eligible hitLoss on a wear event
Weapons2% expectedOrdinary weapon durability rules
Armor2.5% expectedAt most 1 point
Shields2.5% expectedAt 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.