Armors

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ARMOR TYPE[edit | edit source]

  • Light
  • Medium
  • Heavy

MATERIAL TYPE[edit | edit source]

  • Cloth
  • Leather
  • Plate

ARMOR STYLES - (Armor Type + Material Type)[edit | edit source]

  • Light Cloth
  • Medium Cloth
  • Heavy Cloth
  • Light Leather
  • Medium Leather
  • Heavy Leather
  • Light Plate
  • Medium Plate
  • Heavy Plate

ARMOR CLASS - (three in total)[edit | edit source]

  • Most inner ring of the destiny board
  • Middle ring of the destiny board
  • Outer ring of the destiny board.


BASICS[edit | edit source]

Armor types are split up into three categories as mentioned above: light, medium, and heavy. Each type shares the same abilities and passives regardless of the material type. Light armors provide enhanced damage, and offensive abilities. Medium armors provide slows, movement speed boosts, crowd control defense, and stealth. Heavy armors grant bonus life, armor/magical resistance as well as defensive abilities. In Albion Online there are two types of damage, physical and magical. We will use PR to describe the armors physical resistance and MR to describe the armors magical resistance. The higher your PR then the less physical damage you take and the higher MR, the less magical damage you take. Melee weapons and bows deal physical damage while staffs deal magical. Material types are split up into three categories as well: cloth, leather, and plate. The material composition determines the armor's resistance ratios. For example: cloth armors will have a higher MR stat than the PR while plate armors will have a higher PR stat rather than MR. Leather armors are given a balanced PR & MR stat that is neither the best or worst.

The number of active abilities a player is allowed to pick from is based on the tier level of the piece of armor. In general, each piece of armor allows a player to select one active ability and one passive ability. Tier 2 armor only allows a player to choose from a single active ability while tier 4 armor allows a player to pick one active ability out of three or four options.

For example a tier 2 Light Novice's Cloth Hood can only have Magic Focus but a tier 5 Light Expert's Cloth Hood can have Magic Focus or Energy Regain or Berserker Stance. Both of these hoods give the player a choice between one of the same three passive abilities.

COMBAT PROGRESSION vs CRAFTING PROGRESSION[edit | edit source]

You will notice that the destiny board is split up into three main sections, combat, gathering, and crafting. For now we will talk only about Combat vs Crafting trees. When it comes to armor crafting, the progression goes based on the armor's material type for example you can begin crafting Light Cloth, then progress into crafting Medium Cloth and finally Heavy Cloth or you can do Heavy Plate into Light Plate, then into Medium Plate. This allows crafters to focus on gathering fewer resource nodes to accomplish their tasks.

On the combat side of the board, armor progresses based on armor type. This is because armor's of the same type share the same passives and abilities. For example: a player choosing the Heavy Type of armors is working towards being a tanky character. He will begin progression with Heavy Plate, then move onto Heavy Leather and finally into Heavy Cloth. Because the combat progression changes the material types as you go up in the destiny board, this limits combative players from easily crafting all of their own armors. While it may feel a bit more confusing this positively affects the economy by adding value to players who focus more on crafting.

ARMOR CLASS[edit | edit source]

One thing you will notice is that the destiny board is surrounded by three rings. An inner ring, middle ring and the outer most ring. On each ring are three armors. The inner most ring is known as Class 1 while the middle ring is Class 2. The outer most ring is Class 3.

As far as tier notation goes, players generally add the class as a decimal after the base tier. For example, tier 4 light plate could also be referred to as tier 4.2 plate since "light" is the Class 2 variant on plate armor. Likewise tier 4.2 cloth would refer to medium cloth armor. In game this is represented by colored dots on the icon of a piece of equipment. If you look at the icon for Medium Adept's Cloth Shoes you will see two green dots in the bottom-left corner. As class increases, the overall strength of the item increases but the difficulty to use & craft the item also increases.

  • CLASS 1

Heavy Plate, Medium Leather, Light Cloth

  • CLASS 2

Light Plate, Heavy Leather, Medium Cloth

  • CLASS 3

Medium Plate, Light Leather, Heavy Cloth


Please note that active and passive ability costs and effects are based on the tier 5 version of each ability. Lower tiers will have slightly lower costs and lessened effects.

LIGHT ARMORS[edit | edit source]

Description - Light armors possess little protection to the wearer but offer bonus damage and offensive abilities. Blink allows a player to maneuver aggressively on the battle field and then escape danger. The light armor chest-pieces all have the unique characteristic of providing a 50% bonus to the following: Physical Attack, Magic Attack, Physical Ability, Magic Ability, Healing Cast, CC Duration vs Players, and CC Duration vs Mobs

PASSIVES INCLUDE[edit | edit source]

  • Aggression - Boost to damage by 10% for chest and 5% for helmet and boots. Max: 20%.
  • Charity - Increase potency of your Heal spells by 10% for chest and 5% for helmet and boots. Max: 20%.
  • Swift Mind - Increase cast speed by 11.111% for chest and 5.263% for helmet/boots. Max: 20%.

ACTIVE SPELLS (Helms)[edit | edit source]

  • Magic Focus - Increases your Magical attack power by 50%, but reduces your move speed by 75%, for 8 seconds.
Energy Cost: Free
Cast Time: Instant
Range: Self
Cooldown: 30 seconds
  • Berserker Stance - You enrage, neglecting your defense. Increases Physical & Magical damage by 38%, but reduces Armor by -38% for 10 seconds.
Energy Cost: Free
Cast Time: Instant
Range: Self
Cooldown: 30 seconds
  • Energy Regain - A channeled spell that replenishes Energy greatly.
Energy Cost: Free
Cast Time: Channeled
Range: Self
Cooldown: 60 seconds

ACTIVE SPELLS (Chest)[edit | edit source]

  • Blink - Teleports the caster to the cursor's position, up to 11 meters, unless something is in the way.
Energy Cost: 27
Cast Time: Instant
Range: 11 meters
Cooldown: 30 seconds
  • Forcefield - Knocks all enemies around you away up to 11.67 meters, dealing damage to them.
Energy Cost: 27
Cast Time: Instant
Range: 11 meters
Cooldown: 30 seconds
  • Ice Block - Instantly makes you immobile, invulnerable to damage, and cleanses all negative effects for 5 seconds.
Energy Cost: 20
Cast Time: Instant
Range: Self
Cooldown: 40 seconds
  • Mend Wounds - As long as you are not in combat, you can use this spell to mend wounds, and heal 5% health per second for 10 seconds.
Energy Cost: Free
Cast Time: Channeled
Range: Self
Cooldown: 30 seconds

ACTIVE SPELLS (Boots)[edit | edit source]

  • Run - Increases your move speed by 70% for 7 seconds. Good for traveling and gathering.
Energy Cost: 23
Cast Time: Instant
Range: Self
Cooldown: 20 seconds
  • Flee - Increases your move speed by 80% and CC resist for 6 seconds. You can't cast spells and all your damage is reduced by 50% for 30 seconds.
Energy Cost: 47
Cast Time: Instant
Range: Self
Cooldown: 60 seconds
  • Energetic Sprint - Increases your move speed by 100% for 3 seconds, and regenerates 8 energy every second for 3 seconds.
Energy Cost: 23
Cast Time: Instant
Range: Self
Cooldown: 20 seconds
  • Refreshing Sprint - Increases your move speed by 96.078% for 3 seconds, and reduces your cooldowns slightly.
Energy Cost: 23
Cast Time: Instant
Range: Self
Cooldown: 20 seconds

MEDIUM ARMORS[edit | edit source]

Description - This set of armors provides moderate armor, mobility and utility abilities that slow down targets or reduce their damage. Unique spell Fade Out allows a player to be either defensive or offensive by escaping danger or moving in for a sneak attack.

PASSIVES INCLUDE[edit | edit source]

  • Movement Speed - Increase movement speed by 5% for chest and 2.5% for helmet and boots. Max: 10%.
  • Tenacity - Increase resistance to movement impairing effects by 10% for chest and 5% for helmet and boots. Max: 20%.
  • Authority - Increase duration of your CC effects by 20% for chest and 5% for helmet and boots. Max: 20%.

ACTIVE SPELLS (Helms)[edit | edit source]

  • Unstoppable - Makes you immune to Crowd Control effects for 5 seconds.
Energy Cost: Free
Cast Time: Instant
Range: Self
Cooldown: 60 seconds
  • Defenseless Rush - Increases your move speed by 72%, but reduces your Armor by -61%, for 10 seconds..
Energy Cost: Free
Cast Time: Instant
Range: Self
Cooldown: 60 seconds
  • Meditation - Greatly ncreases cooldown reduction for 1 second.
Energy Cost: Free
Cast Time: Instant
Range: Self
Cooldown: 180 seconds

ACTIVE SPELLS (Chest)[edit | edit source]

  • Fade Out - Grants invisibility for 5 seconds and removes movement-impairing effects. Also inflicts a 20% move speed penalty for 5 seconds.
Energy Cost: 14
Cast Time: Instant
Range: Self
Cooldown: 30 seconds
  • Trembling Aura - Creates a pulsating effect on the caster causing all enemies within a 5 meter radius to get slowed by 44% as long as they are within that radius, lasting for 10 seconds
Energy Cost: 27
Cast Time: Instant
Range: Self
Cooldown: 30 seconds
  • Enfeeble Aura - Reduces all damage done of all enemies within 7 meters radius around you by 60%. This aura lasts for 5 seconds.
Energy Cost: 20
Cast Time: Instant
Range: Self
Cooldown: 30 seconds
  • Mend Wounds - As long as you are not in combat, you can use this spell to mend wounds, and heal 5% health per second for 10 seconds.
Energy Cost: Free
Cast Time: Channeled
Range: Self
Cooldown: 30 seconds

ACTIVE SPELLS (Boots)[edit | edit source]

  • Run - Increases your move speed by 70% for 7 seconds. Good for traveling and gathering.
Energy Cost: 23
Cast Time: Instant
Range: Self
Cooldown: 20 seconds
  • Flee - Increases your move speed by 80% and CC resist for 6 seconds. You can't cast spells and all your damage is reduced by 50% for 30 seconds.
Energy Cost: 47
Cast Time: Instant
Range: Self
Cooldown: 60 seconds
  • Rush - Increases your move speed by 120% for 3 seconds.
Energy Cost: 23
Cast Time: Instant
Range: Self
Cooldown: 20 seconds
  • Unshackled - Increases your move speed by 100%, and CC Resist by 159%, for 3 seconds.
Energy Cost: 23
Cast Time: Instant
Range: Self
Cooldown: 30 seconds

HEAVY ARMORS[edit | edit source]

Description - These armors provide the most armor and life potential as well as defensive boosts. Heavy armor can take a beating as well as punish foes that choose to attack them using reflective damage.

PASSIVES INCLUDE[edit | edit source]

  • Constitution - Increase life by 160 points for chest and 80 points for helmet and boots. Max: 200 hit points.
  • Toughness - Increase resistances by 25 for chest and 12 for helmet and boots.
  • Reflection - Returns damage onto attackers. 5% for chest and 2% for helmet and boots. Max: 9%.

ACTIVE SPELLS (Helms)[edit | edit source]

  • Retaliate - A magical barrier reducing your resists by 50, but also reflecting and slightly amplifies incoming damage, for 5 seconds.
Energy Cost: Free
Cast Time: Instant
Range: Self
Cooldown: 60 seconds
  • Stone Skin - Increases Armor and Magic Resist by 343%, and decreases attack damage by 50%, for 10 seconds.
Energy Cost: Free
Cast Time: Instant
Range: Self
Cooldown: 60 seconds
  • Emergency Heal - Instantly heals yourself, and allies within a 3 meter radius of you, for 211 hit points.
Energy Cost: Free
Cast Time: Instant
Range: Self
Cooldown: 60 seconds

ACTIVE SPELLS (Chest)[edit | edit source]

  • Root Prison - Roots you and enemies around you for 4 seconds.
Energy Cost: 29
Cast Time: Instant
Range: Self
Cooldown: 30 seconds
  • Pull Area - Pulls all enemies within a 5 meter radius around you to your position.
Energy Cost: 14
Cast Time: Instant
Range: Self
Cooldown: 30 seconds
  • Persevere - Removes crowd control and other negative effects from you. It applies a shield absorbing 410 damage.
Energy Cost: 29
Cast Time: Instant
Range: Self
Cooldown: 30 seconds
  • Mend Wounds - As long as you are not in combat, you can use this spell to mend wounds, and heal 5% health per second for 10 seconds.
Energy Cost: Free
Cast Time: Channeled
Range: Self
Cooldown: 30 seconds

ACTIVE SPELLS (Boots)[edit | edit source]

  • Run - Increases your move speed by 70% for 7 seconds. Good for traveling and gathering.
Energy Cost: 23
Cast Time: Instant
Range: Self
Cooldown: 20 seconds
  • Flee - Increases your move speed by 80% and CC resist for 6 seconds. You can't cast spells and all your damage is reduced by 50% for 30 seconds.
Energy Cost: 47
Cast Time: Instant
Range: Self
Cooldown: 60 seconds
  • Rejuvenating Sprint - Increases your move speed by 100% for 3 seconds, and regenerates 18 health every second, for 3 seconds.
Energy Cost: 23
Cast Time: Instant
Range: Self
Cooldown: 20 seconds
  • Defensive Sprint - Increases your move speed by 100%, and Armor and Magic resist by 99, for 3 seconds.
Energy Cost: 23
Cast Time: Instant
Range: Self
Cooldown: 20 seconds