Armor

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Armor is the gear worn on the body across the head, body, legs, hands, and feet slots. Every piece adds protection, and the heavier it is the less you can dodge. This page covers what armor does and how the weight classes trade off, while Equipment covers rarity, item level, and tempers for gear of every kind.

The armor slots

You wear one piece in each slot. Every armor slot rolls the same resistance, attribute, and skill families, so what tells them apart is the rest of the pool.

Slot What else it rolls Bases Affixes
Head Accuracy Head List of head affixes
Body The heaviest armor, plus evasion, max health, carrying capacity, and the triggered effects that fire on being struck Body List of body affixes
Legs Evasion and max health Legs List of legs affixes
Hands Accuracy and attack damage, and the only slot that arms an unarmed strike Hands List of hands affixes
Feet Evasion, and the only slot that rolls movement speed Feet List of feet affixes

Cloaks and packs carry armor too, but they sit with the accessories, as described on Back. A shield is held rather than worn, as described on Off Hand.

What armor does

Armor reduces physical damage and does nothing against the elements, because elemental damage is resistance's work, and every armor slot can roll resistance to any damage type. Your equipment screen totals both under Defense and opens a full breakdown. See Combat for the order a hit is resolved in.

Weight classes

Every piece is cloth, light, medium, or heavy, and each slot page groups its bases that way. The heavier classes carry more armor, and they buy it by limiting the evasion your Dexterity gives you:

Weight class Most evasion your Dexterity can give
Cloth No limit
Light No limit
Medium 40
Heavy 0

The limit reaches your Dexterity alone, and evasion rolled onto your gear is added on top of it, so a heavy set still keeps whatever evasion its own affixes carry. Every piece states its weight class and that limit on its item card.

The limit follows the heaviest piece you wear, wherever it sits. One heavy piece sets it for the whole loadout, so a plate helm over a leather jerkin costs you the Dexterity evasion the jerkin was bought for. Below that line the pieces still mix freely, and medium and light worn together take the medium limit.

Evasion is all or nothing when it works, and armor never turns a strike aside completely. A heavy build takes every hit and shrugs off part of each one, while a light build takes fewer hits and takes each one in full.

Affixes on armor

Rarity sets how many prefixes a piece can hold, item level sets how strong they roll, and the tier on each row says how much. Weight class sets how much the two defensive prefixes buy, so an armor prefix rolls highest on heavy and lowest on cloth, and an evasion prefix rolls highest on cloth and light and lowest on heavy. The same tier is therefore worth different amounts on different pieces, and every weight class still rolls both. A triggered effect on armor fires when something strikes you rather than when you strike, so a breastplate can burn whatever hits it. See Affixes for the family index and each slot's full list, and Tempering for adding a prefix or raising one yourself.

Items & Equipment
Items · Equipment · Affixes · Item effects · Tempering · Crafting · Merchants