User:Psycho Robot/Sandbox/Armor
Armor is equipment that is worn to provide defense against direct damage in combat and to provide attribute bonuses. Armor provides no protection against conditions. Armor is divided into three armor classes, which correspond to the three profession types; scholars wear light armor, adventurers wear medium armor, and soldiers wear heavy armor. Most armor is part of an /Armor set.*
Acquisition[edit]
The method of acquisition of armor varies depending on the type of armor. All players are given a set of starting armor when they create a character. Beyond that, some common methods of acquisition are:
- Dropped by foes as loot
- Purchased from an armorsmith
- Crafting armor as an armorsmith, leatherworker, or tailor
- As a reward for completing certain steps of your personal story
- Purchased from other players via the Trading Post
Armor slots[edit]
There are six standard slots for armor, covering the head, shoulders, chest, hands, legs, and feet. There are also the breathing apparatus, which replaces headgear when the player enters underwater mode. Some armor slots are referred to by two different names, one used by the hero panel and one used by the Trading Post.
Slot | Hero Panel | Trading Post |
---|---|---|
Head | Headgear | Helm |
Shoulders | Shoulders | Shoulders |
Chest | Chest | Coat |
Hands | Gloves | Gloves |
Legs | Leggings | Leggings |
Feet | Boots | Boots |
Breathing Apparatus | Aquatic Headgear | Aquatic Helm |
Appearance[edit]
Skin[edit]
- Primary article: /Armor set
The shape and form of a piece of armor depends on its skin. Usually armor skins come as part of an /Armor set*, a group of skins that go together aesthetically, with one skin for each slot. There are also pieces of /Standalone armor that are not part of any set. Breathing apparatuses are not part of sets and have very few skins avaliable. Equipping a complete set is not required and has no extra bonuses, so players are free to mix and match armor pieces as they want.
The skin of a piece of armor is separate from the stats, and can be changed. Players can do this using the wardrobe. Any unlocked armor skin can be selected in the wardrobe, which will apply that skin to the piece of armor the player is currently wearing in the same slot. At first this is only a preview, and players can then apply the changes by clicking the "apply" button. Doing this will cost Transmutation Charges, one charge for every slot that is changed. Transmutation Charges can be obtained from the Gem Store, Black Lion Chests, or map completion.
There are also skin items, a consumable item that can be used to apply that skin to a piece of armor for free. Skin items are most commonly encountered as rewards for Living World participation, from the Gem Store, and from the Armor Master in WvW. Skin items are single use, and when they are used, they will apply the skin and also unlock the skin in the player's wardrobe for later use. Once unlocked, applying the skin via the wardrobe will cost a Transmutation Charge as usual. If the skin item can be obtained more than once, re-obtaining the skin will allow for another free use.
Dye[edit]
- Primary article: Dye
Players can use dyes to change the color of their armor. Each piece of armor has one to four dye channels, or different areas that can be dyed. If a piece of armor has just one dye channel, the entire piece can only be colored one color. If there are three channels, it can be three different colors, with each color confined to a specific area. Dyes can also be removed using the dye remover, which will color the set of armor its default color. Once a piece of armor is dyed, the dye scheme is remembered and will be retained if it is taken off and put back on.
Defense rating[edit]
The defense rating of armor is based on the the armor class, armor type, level, and rarity of the armor. The following table indicates defense ratings for level 80 armor
Armor Piece | Basic | Fine | Masterwork | Rare | Exotic | Ascended | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | |
Headgear | 44 | 59 | 73 | 55 | 74 | 92 | 60 | 80 | 100 | 65 | 86 | 107 | 73 | 97 | 121 | 77 | 102 | 127 |
Shoulders | 44 | 59 | 73 | 55 | 74 | 92 | 60 | 80 | 100 | 65 | 86 | 107 | 73 | 97 | 121 | 77 | 102 | 127 |
Chest | 190 | 205 | 219 | 238 | 257 | 275 | 258 | 278 | 298 | 278 | 299 | 321 | 314 | 338 | 363 | 330 | 355 | 381 |
Gloves | 81 | 95 | 110 | 101 | 119 | 138 | 109 | 129 | 149 | 118 | 139 | 161 | 133 | 157 | 182 | 140 | 165 | 191 |
Leggings | 117 | 132 | 146 | 147 | 165 | 184 | 159 | 179 | 199 | 171 | 193 | 214 | 194 | 218 | 242 | 203 | 229 | 254 |
Boots | 81 | 95 | 110 | 101 | 119 | 138 | 109 | 129 | 149 | 118 | 139 | 161 | 133 | 157 | 182 | 140 | 165 | 191 |
Totals | Basic | Fine | Masterwork | Rare | Exotic | Ascended | ||||||||||||
Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | |
551 | 645 | 731 | 697 | 808 | 919 | 755 | 875 | 995 | 815 | 942 | 1071 | 920 | 1064 | 1211 | 967 | 1118 | 1271 |
Attributes[edit]
- Primary article: Attribute
In addition to defense, armor also provides bonuses to attributes. The value of this bonus depends on the level, slot, and rarity only. Different armor weights do not offer different attribute bonuses like they do defense ratings. The attribute bonuses given depends on the prefix of the armor. Some prefixes have both a major and one or more minor bonuses. Celestial is a special prefix, avaliable only as exotic and ascended, that offers a smaller bonus to all seven principle attributes, and the bonus is identical for each one. The following table indicates the attribute bonuses for level 80 armor:
Equipment Slot | Basic | Fine | Masterwork | Rare | Exotic | Ascended | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Major | Minor | Major | Minor | Major | Minor | Major | Minor | Major | Minor | Celestial | Major | Minor | Celestial | |
Headgear | 27 | 19 | 34 | 24 | 37 | 26 | 40 | 28 | 45 | 32 | 20 | 47 | 34 | 21 |
Shoulders | 20 | 14 | 25 | 18 | 27 | 20 | 30 | 21 | 34 | 24 | 15 | 35 | 25 | 16 |
Chest | 61 | 43 | 76 | 54 | 82 | 59 | 89 | 64 | 101 | 72 | 45 | 106 | 76 | 47 |
Gloves | 20 | 14 | 25 | 18 | 27 | 20 | 30 | 21 | 34 | 24 | 15 | 35 | 25 | 16 |
Leggings | 40 | 29 | 51 | 36 | 55 | 39 | 59 | 42 | 67 | 48 | 30 | 71 | 50 | 31 |
Boots | 20 | 14 | 25 | 18 | 27 | 20 | 30 | 21 | 34 | 24 | 15 | 35 | 25 | 16 |
Totals | Basic | Fine | Masterwork | Rare | Exotic | Ascended | ||||||||
Major | Minor | Major | Minor | Major | Minor | Major | Minor | Major | Minor | Celestial | Major | Minor | Celestial | |
188 | 133 | 236 | 168 | 255 | 184 | 278 | 197 | 315 | 224 | 140 | 329 | 235 | 147 |
Upgrade slot[edit]
Every piece of armor comes with an upgrade slot where an upgrade component can be placed. Upgrade components provide attribute bonuses and other effects. The upgrade components that can be placed in armor are runes and universal upgrades. Only one upgrade component can be in an upgrade slot, and applying a new upgrade component will destroy the previous upgrade component. When armor is salvaged, players have a chance to get the upgrade component back instead of destroying it. The probability of this depends on the quality of the kit used, and ranges from 5% with a Crude Salvage Kit to 100% with a Black Lion Salvage Kit
Runes[edit]
- Primary article: Rune
Runes are a type of upgrade component that can only be applied to armor, including breathing apparatuses, but not back pieces. Runes have a tiered bonuses that increase for each of the same type of rune equipped. Minor runes have two tiers of bonuses, major runes have 4 tiers, and superior runes have six tiers. The bonuses are not only to attributes, but can also have special effects. A limitation of runes is that equipping more runes than the rune has tiers will not give any additional bonuses.
Universal upgrade[edit]
- Primary article: Universal upgrade
Universal upgrades can be placed in armor, weapons, and trinkets. Universal upgrades only provide attribute bonuses in combinations that match established prefixes. Gemstones are the most commonly used universal upgrade.
Damage[edit]
Whenever a player character is defeated, a random piece of armor is damaged. This is indicated by a yellow shield over the item icon. Back items are included as armor for this mechanic, as are Breathing apparatuses during underwater combat. Armor being damaged does not affect its performance, however once all pieces of armor are damaged, any additional defeats will result in a random piece of armor being broken. This is indicated by a broken red shield over the item icon and the armor piece being no longer visible on the character. Broken armor does not provide any defense or bonuses, but upgrade components continue to provide their normal effects. Being defeated from falling damage will not damage armor. Damaged and broken armor can be repaired at an NPC that provides repair services, indicated by a broken shield icon.
Concept art[edit]
See also[edit]
- Item nomenclature
- /Armor set*
- [[List of Level 80 Exotic Armor]]
- Equipment acquisition by stats