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Armor



Carapace Armor

Armor is what keeps you alive between good food and a solid block. Every set is tied to a biome and a material tier. Heavy sets give the most protection but cost movement speed. Light and mage sets trade some armor for speed, stealth, bow skill or eitr regeneration.

Slots


Armor uses six slots:

  • Helmet: pure protection with no movement penalty.
  • Chest: the highest armor value, usually with a movement penalty on heavy sets.
  • Legs: matches the chest and carries the second half of the movement penalty on heavy sets.
  • Cape: low armor but high utility (frost resistance, fall damage immunity, stamina and more).
  • Trinkets: no armor, but unique effects and adrenaline triggers.
  • Accessories: the utility slot, holding one item that carries more, finds treasure or clears the mist.

Only the chest and legs normally reduce movement speed. Helmets and capes do not.

Heavy, Light and Mage


  • Heavy (Bronze, Iron, Wolf, Padded, Carapace, Flametal): maximum armor, usually at −10 % movement speed. This is the default choice for melee and tank play.
  • Light (Troll, Root, Fenris, Vilebone, Ask and similar): lower armor and little or no speed penalty, often with useful set bonuses (sneak, bow skill, movement speed, stamina).
  • Mage (Eitr-weave, Embla): the lowest physical protection but strong eitr regeneration. You need it for serious staff builds.

Poison and spirit damage ignore armor entirely. Your only real defence against them is resistance from individual pieces, set bonuses or meads.

Progression by Biome


Fully upgrading a set adds a significant amount of armor. Quality does not change movement speed or set bonuses.

Useful Set Bonuses


A few sets are worth wearing just for their full-set effect:

  • Troll: +15 Sneak.
  • Root: +15 Bows, plus poison and pierce resistance (but weak to fire).
  • Fenris: +9 % movement speed, +15 Fists, and fire and frost resistance.
  • Vilebone: strong health and stamina regeneration, plus blunt and pierce damage.
  • Eitr-weave and Embla: large eitr regeneration bonuses for magic builds.
  • Vanguard: cheaper running and dodging, +10% health and stamina regeneration, and +10% pierce damage.


All Armor Categories



Armor Sets


Here is every set in the game, from rags to flametal, with what each one is worth at every quality and the bonus for wearing the whole thing.

Set Image Biome Type Pieces Quality 1 Quality 2 Quality 3 Quality 4 Weight Movement Set Bonus
Rag Armor Rag Armor Meadows Light 2 2 4 - - 4 0% -
Leather Armor Leather Armor Meadows Light 4 7 14 21 28 15 0% -
Troll Set Troll Set Black Forest Light 4 19 26 33 40 15 0% +15 Sneaking
Bear Set Bear Set Black Forest Light 3 21 27 33 39 11 0% Berserk: +30% health regen, +15% stamina regen, +10% slash and chop, and 25% more blunt, slash and pierce taken
Bronze Armor Bronze Armor Black Forest Heavy 3 24 30 36 42 23 -10% -
Root Set Root Set Swamp Light 3 24 30 36 42 23 -4% +15 Bows
Iron Armor Iron Armor Swamp Heavy 3 42 48 54 60 33 -10% -
Fenris Set Fenris Set Mountain Light 3 30 36 42 48 21 +9% +15 Fists, and fire resistance on every piece
Wolf Armor Wolf Armor Mountain Heavy 4 61 68 75 82 37 -10% -
Vilebone Set Vilebone Set Plains Light 3 48 54 60 66 11 0% Vilebone Wrath: +20% health regen, +40% stamina regen, +20% blunt and pierce, and 25% more blunt, slash and pierce taken
Padded Armor Padded Armor Plains Heavy 4 79 86 93 100 27 -10% -
Eitr-weave Set Eitr-weave Set Mistlands Mage 4 49 56 63 70 15 -4% -
Carapace Armor Carapace Armor Mistlands Heavy 3 96 102 108 114 23 -10% -
Embla Set Embla Set Ashlands Mage 3 57 63 69 75 11 -4% -
Ask Set Ask Set Ashlands Light 3 84 90 96 102 11 0% Ask's Endurance: -10% run and jump stamina, -20% attack stamina, +10% pierce
Flametal Armor Flametal Armor Ashlands Heavy 3 114 120 126 132 23 -10% -
Protector Armor Protector Armor Deep North Heavy 3 132 138 144 150 11 0% -
Vanguard Set Vanguard Set Deep North Medium 3 102 108 114 120 11 0% -10% run stamina, -20% dodge stamina, +10% health and stamina regen, +10% pierce damage
Caller Set Caller Set Deep North Mage 3 66 72 78 84 11 -4% -

Notes


  • Your armor rating is the sum of all equipped pieces.
  • Heavy sets usually cost −5 % movement on the chest and −5 % on the legs.
  • Capes and helmets never carry a movement penalty.
  • Poison and spirit ignore armor, so bring the right resistance or mead.
  • Upgrading raises armor but never changes weight, speed penalty or set bonus.
  • Equipping a newly upgraded piece unequips it first, so check your gear before leaving base.

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