From DDO wiki
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.
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
| Starter | Starting armor, bound. | 0
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| Masterwork | Masterwork 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
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| +1 | Armor gains a +1 enhancement bonus to AC, and the Armor Check Penalty is reduced by one. | +1
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| +2 | Armor gains a +2 enhancement bonus to AC, and the Armor Check Penalty is reduced by one. | +2
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| +3 | Armor gains a +3 enhancement bonus to AC, and the Armor Check Penalty is reduced by one. | +3
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| +4 | Armor gains a +4 enhancement bonus to AC, and the Armor Check Penalty is reduced by one. | +4
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| +5 | Armor gains a +5 enhancement bonus to AC, and the Armor Check Penalty is reduced by one. | +5
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[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
| Blueshine | Makes the Armor Immunie to Acid and Rust damage and adds +3 to the hide skill | +1
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| Mobile | Grants the wearer the Mobiltiy Feat (+4 AC while tumbling) | +1
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| Deathblock | Protects wearer from death spells | +3
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| Fearsome | Casts Fear (as per the spell) on anything that attacks the wearer, Will save negates | +3
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| Twilight | -10% Arcane Spell Failure Chance | +3
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| Lesser Arcane Sigil | -5% Arcane Spell Failure Chance, only on Docents | +1?
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| Arcane Sigil | -10% Arcane Spell Failure Chance, only on Docents | +3
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| Lesser Acid Guard | +1D4 acid damage to anything that attacks the wearer | +1
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| Acid Guard | +1D8 acid damage to anything that attacks the wearer | +2
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| Lesser Fire Guard | +1D4 fire damage to anything that attacks the wearer | +1
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| Fire Guard | +1D8 fire damage to anything that attacks the wearer | +2
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| Lesser Ice Guard | +1D4 cold damage to anything that attacks the wearer | +1
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| Ice Guard | +1D8 cold damage to anything that attacks the wearer | +2
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| Lesser Lightning Guard | +1D4 electricity damage to anything that attacks the wearer | +1
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| Lightning Guard | +1D8 electricity damage to anything that attacks the wearer | +2
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[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
| Darkweave | Leather | +1 max dex bonus, -5% arcane spell failure
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| Darkleaf | Breastplate, Bandedmail | non-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
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| Adamantine | Chainshirt, Breastplate, Chainmail, Halfplate, Fullplate | excellent hardness, damage reduction (1 for light and shields, 2 for medium, 3 for heavy)
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| Elven | Chainmail | 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)
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| Mithral | Chainshirts, 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
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| Flametouched Iron | Halfplate, Fullplate | +1 saves versus Evil Outsiders
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[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)
| Robe | - | None | 0 | N/A | 0 | 0% | N/A | ∞
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| Docent | Warforged only, and is the only type of armor warforged are allowed to wear | None | 0 | N/A | 0 | 0% | 5 | ∞
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| Padded Armor | - | Light Armor Proficiency | 1 | +8 | 0 | 5% | 6 | 14
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| Leather Armor | - | Light Armor Proficiency | 2 | +6 | 0 | 10% | 7 | 13
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| Studded Leather | - | Light Armor Proficiency | 3 | +5 | -1 | 15% | 8 | 13
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| Chain Shirt | - | Light Armor Proficiency | 4 | +4 | -2 | 20% | 9 | 13
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| Hide Armor | - | Medium Armor Proficiency | 3 | +4 | -3 | 20% | 8 | 12
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| Breastplate | - | Medium Armor Proficiency | 5 | +3 | -4 | 25% | 10 | 13
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| Brigandine | - | Medium Armor Proficiency | 5 | +3 | -4 | 25% | 10 | 13
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| Scale Mail | - | Medium Armor Proficiency | 4 | +3 | -4 | 25% | 9 | 12
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| Chain Mail | - | Medium Armor Proficiency | 5 | +2 | -5 | 30% | 10 | 12
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| Banded Mail | - | Heavy Armor Proficiency | 6 | +1 | -6 | 35% | 11 | 12
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| Full Plate | - | Heavy Armor Proficiency | 8 | +1 | -6 | 35% | 13 | 14
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| Half Plate | - | Heavy Armor Proficiency | 7 | +0 | -7 | 40% | 12 | 12
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| Splint Mail | - | Heavy Armor Proficiency | 6 | +0 | -7 | 40% | 11 | 11
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[edit] Magic Armor Suffix
- <Bonus><Prefix [Prefix Modifier]> <Material> Base Armor Type <"of" Suffix [Suffix Modifier]>
- +2 Fire Guard Mithral Chainshirt of Power III
| Lesser Energy Resistance | Reduces damage received from energy type by 3 | - | +1
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| Energy Resistance | Reduces damage received from energy type by 10 | - | +3
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| Improved Energy Resistance | Reduces damage received from energy type by 20 | - | +4
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| Greater Energy Resistance | Reduces damage received from energy type by 30 | - | +5
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| Weaponblock | Reduces damage received from weapon type by 5 | - | +2
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| Invulnerability | Grants damage reduction 5/magic | - | +3
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| Spell Resistance # | caster rolls a d20 + caster level vs # to affect you | 13/15/17/19 | +2 to +5
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| Lesser False Life | +5 hitpoints | - | +1
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| False Life | +10 hitpoints | - | +3
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| Improved False Life | +20 hitpoints | - | +4
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| Power # | +10 spellpoints per each level of Power | I to IX | +1 to +4
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| Wizardry # | +25 spellpoints per each level of Wizardry | I to III | +2-3
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| Magi | +100 spellpoints | - | +5
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| Light Fortification | +25% resistance to sneak attacks and critical hits | - | +1
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| Moderate Fortification | +75% resistance to sneak attacks and critical hits | - | +3
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| Heavy Fortification | +100% resistance to sneak attacks and critical hits | - | +5
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| Shadow | +5 Hide | - | +2
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| Improved Shadow | +10 Hide | - | +4
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| Greater Shadow | +15 Hide | - | +5
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| Silent Moves | +5 Move Silently | - | +2
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| Improved Silent Moves | +10 Move Silently | - | +4
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| Greater Silent Moves | +15 Move Silently | - | +5
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| Command | +2 to charisma based skills, -6 hide | - | +1
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| Stability | If true neutral: +2 deflection bonus to AC, +2 resistance bonus to all saves | - | +1
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| Spell Charges | Cast spell X times per rest | 1 to 5 per rest | +1 to +7
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- Energy Resistance - confers resistance to one energy damage type, either Fire, Cold, Acid, Electricity, or Sonic
- Weaponblock - confers damage reduction to one weapon damage type, either Hammerblock, Axeblock, or Spearblock
- of Command - increases all Charisma based Skills (e.g. Haggle, Intimidate, Use Magic Device) checks by +2, but puts a -6 penalty on Hide checks. This does not affect things like Paladin auras or Sorcerer casting
- Some items have charges of a spell on them and allow the user to cast the spell a few times every rest period. Generally, the items have 3 charges and the base value modifier is equal to the level of the spell. Every 2 extra charges increase the modifier by 1, and 2 less charges decrease it by 1.
- e.g. Bull's Strength 5/Rest would have a modifier of +3 while Fireball 1/Rest would have a modifier of +2.
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