Armor can be equipped by the player, Settlers, and Raiders. Equipping armor reduces the damage taken from hits. Each point of armor reduces damage taken by 0.5 health.
Equipping a full set of matching armor will give a 'set bonus'.
Armor pieces must be equipped in the armor slots to get their benefits, equipping them in the cosmetic slots does not provide any defense.
Armor is put in diffrent categories. Melee, Range, Mage and Summoner.
Note : Once the player unlocks Incursions, all armor pieces can be upgraded at an Upgrade Station to reach a similar level of defenses and stat bonuses. Meaning that, without considering the unique set bonus, even a weak early game armor can be relevant for end game content.
+30 max resilience +20% resilience gain Increases melee crit chance (+20%) and gives resilience regen (+1) when at full health Blocking just before being hit greatly increases stamina regen (+200%)
+400 max mana Modifies Magic and Summon attacks during nighttime (19:00 to 7:00)
Magic: Shoots 5 homing Moonlit Bolts in random directions
Summon: Summons 1 small Moon with each summoning that lasts for 5 seconds and flies toward the target, dealing close-range damage (Maximum of 10 due to lifespan)
Press V to become Overcharged While Overcharged, you drain 0.75% of your max mana every second, but also gain 2 stacks of Overcharged Mana for every point of mana lost When you reach 20 stacks of Overcharged Mana, fire powerful lightning at nearby enemies