Armor Base Properties

These are the base properties inherent to all pieces of armor. These values will always be the same, unless the armor piece is of exceptional quality*.

Weapons always have a base of 100% physical damage, which means that the damage they do is all physical 100% of the time.

Armor Sets
 
Leather
Studded Leather
Ringmail
Chain
Plate
Bone
Dragon
Physical Resist
2
2
3
4
5
3
3
Fire Resist
4
4
3
4
3
3
3
Cold Resist
3
3
1
4
2
4
3
Poison Resist
3
3
5
1
3
2
3
Energy Resist
3
4
3
2
2
4
3
 
Total Resist Per Piece
15
16
15
15
15
16
15
 
Pieces in Suit
6
5
4
3
6
5
5

 

Shields
Physical
Fire
Cold
Poison
Energy
Wooden Kite Shield
0
0
0
0
1
Buckler
0
0
0
1
0
Wooden Shield
0
0
0
0
1
Round Bronze Shield
0
0
1
0
0
Kite Shield
0
0
0
0
1
Heater Shield
0
1
0
0
0
Metal Shield
0
1
0
0
0
Order Shield
1
0
0
0
0
Chaos Shield
1
0
0
0
0
 
Misc. Helmets
Physical
Fire
Cold
Poison
Energy
Helmet
2
4
4
3
2
Closed Helm
3
3
3
3
3
Bascinet
7
2
2
2
2
Norse Helm
4
1
4
4
2
Orc Helm
3
1
3
3
5
 
Masks And Hats
Physical
Fire
Cold
Poison
Energy
Hat
0
5
9
5
5
Bear Mask
5
3
8
4
4
Deer Mask
2
6
8
1
7
Orc Mask
1
1
7
7
8
Tribal Mask (horned)
6
9
0
4
5
Tribal Mask (red)
3
0
6
10
5
Skullcap
0
3
5
8
8
Bandana
0
3
5
8
8

* An exceptionally made piece of Armor will gain a +15 point bonus that is distributed randomly among the base properties of that item. For example, an exceptionally made plate tunic could have +3 applied to Physical, +4 to Fire, and +4 to each Cold and Poison. Or, and this would be extremely rare, all 15 could be added to Physical, making it quite a valuable piece of armor. Exceptionally crafted Weapons get a 35% Damage Increase bonus.

* Exceptional armor crafted with a runic hammer will gain a +6 bonus, whereas exceptionally-crafted weapons will gain a 20% bonus to damage.

* The Arms Lore skill increases the exceptional bonus on both weapons and armor.

Updated December 21, 2007