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There are two types of armor in DDO, Standard Armor and Named Armor. Standard Armor (randomly generated by loot tables) follows a particular naming format, while Named Armor (given as rewards from completing particular quests or defeating a particular enemy monster) does not follow regular naming conventions.

There are many different enhancements that any Standard Armor type (see light armor, medium armor, or heavy armor) can be found with. The enhancements can be categorized into several groups. While a piece of magical armor can have an enhancement from one or more of these groups, it will never have more than one enhancement from the same group.

For Standard Armor, the enhancements are grouped as follows:

<Bonus> <Prefix [Prefix Modifier]> <Material> Base Armor Type <"of" Suffix [Suffix Modifier]>

Each of these categories is optional, except the Base Armor Type, and are described below. A suit of armor must have at least a +1 bonus to qualify for a prefix or suffix.

The minimum character level to equip a piece of armor is calculated as ((Base Price Modifier * 2) - 2). Race restricted items reduce this minimum level by another two levels. A suit of armor cannot have an effective bonus (enhancement plus prefix/suffix bonus equivalents) higher than +8 (+9 if it is a race restricted item) or it will not be equipable by a level 14 character.

See also: Weapon Enhancements, Clothing Enhancements.

[edit] Bonus

In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor grants an armor enhancement bonus to armor class ranging from +1 to +5. Armor enhancement bonuses stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor.

<Bonus><Prefix [Prefix Modifier]> <Material> Base Armor Type <"of" Suffix [Suffix Modifier]>
+2 Fire Guard Mithral Chainshirt of Power III
Name Description Base
price
modifier
StarterStarting armor, bound.0
MasterworkMasterwork piece of armor is not technically magical, just an high-quality item. Because it was made with such skill, it isn't as cumbersome, reducing the Armor Check Penalty by 1.0
+1Armor gains a +1 enhancement bonus to AC, and the Armor Check Penalty is reduced by one.+1
+2Armor gains a +2 enhancement bonus to AC, and the Armor Check Penalty is reduced by one.+2
+3Armor gains a +3 enhancement bonus to AC, and the Armor Check Penalty is reduced by one.+3
+4Armor gains a +4 enhancement bonus to AC, and the Armor Check Penalty is reduced by one.+4
+5Armor gains a +5 enhancement bonus to AC, and the Armor Check Penalty is reduced by one.+5



[edit] Prefix

Note that none of the armor prefixes include a prefix modifier.

<Bonus> <Prefix [Prefix Modifier]> <Material> Base Armor Type <"of" Suffix [Suffix Modifier]>
+2 Fire Guard Mithral Chainshirt of Power III
Name Description Base
price
modifier
BlueshineMakes the Armor Immune to Acid and Rust damage and adds +3 to the hide skill+1
MobileGrants the wearer the Mobility Feat (+4 AC while tumbling)+1
DeathblockProtects wearer from death spells+3
FearsomeCasts Fear (as per the spell) on anything that attacks the wearer, Will save negates +3
Twilight-10% Arcane Spell Failure Chance+3
Lesser Arcane Sigil-5% Arcane Spell Failure Chance, only on Docents+1?
Arcane Sigil-10% Arcane Spell Failure Chance, only on Docents+3
Lesser Acid Guard+1d4 acid damage to anything that attacks the wearer+1
Acid Guard+1d8 acid damage to anything that attacks the wearer+2
Lesser Fire Guard+1d4 fire damage to anything that attacks the wearer+1
Fire Guard+1d8 fire damage to anything that attacks the wearer+2
Lesser Ice Guard+1d4 cold damage to anything that attacks the wearer+1
Ice Guard+1d8 cold damage to anything that attacks the wearer+2
Lesser Lightning Guard+1d4 electricity damage to anything that attacks the wearer+1
Lightning Guard+1d8 electricity damage to anything that attacks the wearer+2


[edit] Material

Materials have no effect on the Base Price Modifier of armor.

<Bonus> <Prefix [Prefix Modifier]> <Material> Base Armor Type <"of" Suffix [Suffix Modifier]>
+2 Fire Guard Mithral Chainshirt of Power III
Name Applies to Description
DarkweaveLeather +1 max dex bonus, -5% arcane spell failure
DarkleafBreastplate, Bandedmailnon-metal/immune to Rust Monsters, slightly harder than steel, +1 max dex bonus, -3 armor check penalty, -5% arcane spell failure chance, and armor is one category lighter for proficiency purposes
AdamantineChainshirt, Breastplate, Chainmail, Halfplate, Fullplate excellent hardness, damage reduction (1 for light and shields, 2 for medium, 3 for heavy)
ElvenChainmail 50% lighter, +2 max dex bonus, -3 armor check penalty, -10% arcane spell failure chance, and armor is one category lighter for proficiency purposes (functionally the same as Mithral)
MithralChainshirts, Breastplate, Halfplate, Fullplate 50% lighter, +2 max dex bonus, -3 armor check penalty, -10% arcane spell failure chance, and armor is one category lighter for proficiency purposes
Flametouched IronHalfplate, Fullplate +1 saves versus Evil Outsiders


[edit] Base Armor Type

<Bonus> <Prefix [Prefix Modifier]> <Material> Base Armor Type <"of" Suffix [Suffix Modifier]>
+2 Fire Guard Mithral Chainshirt of Power III
The following list identified the base armor types avaiable. Mithril and Elven have been added
as this is the only material type that alters the class and basic properties of armor.
Abbreviations Used
  • Base AC = The Protection provided by the armor (without the magical + bonus)
  • MDB = Maximum Dex Bonus that is counted from the wearers Dexterity
(Some Dwarven and fighter Enhancments may increase the Maximum Dex Bonus)
(Medium encumberance will cap the Maximum Dex bonus to 3)
  • ACP = Armor Check Penalty (Penalty when checking against the following skills)
Jump, Tumble, Move Silently, Hide in Shadows. the Swim Skill has a double penalty.
  • ASF = Arcane Spell Failure (Chance for causing failure when casting arcane spells)
Name Description Required Proficiency Base AC MDB (a) ACP ASF +5 AC (b) (a)+(b)
Robe-None0N/A00%N/A
DocentWarforged only, and is the only type of armor warforged are allowed to wearNone0N/A00%5
Padded Armor-Light Armor Proficiency1+805%614
Leather Armor-Light Armor Proficiency2+6010%713
Studded Leather-Light Armor Proficiency3+5-115%813
Chain Shirt-Light Armor Proficiency4+4-220%913
Hide Armor-Medium Armor Proficiency3+4-320%812
Breastplate-Medium Armor Proficiency5+3-425%1013
Brigandine-Medium Armor Proficiency5+3-425%1013
Scale Mail-Medium Armor Proficiency4+3-425%912
Chain Mail-Medium Armor Proficiency5+2-530%1012
Banded Mail-Heavy Armor Proficiency6+1-635%1112
Full Plate-Heavy Armor Proficiency8+1-635%1314
Half Plate-Heavy Armor Proficiency7+0-740%1212
Splint Mail-Heavy Armor Proficiency6+0-740%1111


[edit] Magic Armor Suffix

<Bonus><Prefix [Prefix Modifier]> <Material> Base Armor Type <"of" Suffix [Suffix Modifier]>
+2 Fire Guard Mithral Chainshirt of Power III
Name Description Suffix Modifier Base
price
modifier
Lesser Energy ResistanceReduces damage received from energy type by 3-+1
Energy ResistanceReduces damage received from energy type by 10-+3
Improved Energy ResistanceReduces damage received from energy type by 20-+4
Greater Energy ResistanceReduces damage received from energy type by 30-+5
WeaponblockReduces damage received from weapon type by 5-+2
InvulnerabilityGrants damage reduction 5/magic-+3
Spell Resistance #caster rolls a d20 + caster level vs # to affect you13/15/17/19+2 to +5
Lesser False Life+5 hitpoints-+1
False Life+10 hitpoints-+3
Improved False Life+20 hitpoints-+4
Power #+10 spellpoints per each level of PowerI to IX+1 to +4
Wizardry #+25 spellpoints per each level of WizardryI to III+2-3
Magi+100 spellpoints-+5
Light Fortification+25% resistance to sneak attacks and critical hits-+1
Moderate Fortification+75% resistance to sneak attacks and critical hits-+3
Heavy Fortification+100% resistance to sneak attacks and critical hits-+5
Shadow+5 Hide-+2
Improved Shadow+10 Hide-+4
Greater Shadow+15 Hide-+5
Silent Moves+5 Move Silently-+2
Improved Silent Moves+10 Move Silently-+4
Greater Silent Moves+15 Move Silently-+5
Command+2 to charisma based skills, -6 hide-+1
StabilityIf true neutral: +2 deflection bonus to AC, +2 resistance bonus to all saves-+1
Spell ChargesCast spell X times per rest1 to 5 per rest+1 to +7


e.g. Bull's Strength 5/Rest would have a modifier of +3 while Fireball 1/Rest would have a modifier of +2.