Players have four different types of armor: Cloth, Leather, Chain, Plate. However, the limitations of what types of armor can be used are based on the class the player has chosen.
Gladiators and Templars, while able to wear all types of armor, rely on plate armor, made of thick metals, to give them the resilience to fight on the front lines. Chain armor, while less resilient than plate, allows Clerics and Chanters the ability to move about the battlefield healing and buffing their allies while still providing protection in melee combat. Assassins and Rangers use Leather armor in order to be quick and mobile while striking from a distance of from the shadows. Lastly, Cloth armor helps to enable the Spiritmaster and Sorcerer to cast powerful magic from beyond the reach of their enemies.
Instead of providing physical defense, cloth armor adds to a character’s magic abilities.
Mainly used by both Spiritmasters and Sorcerers.
While having more physical defense than cloth, leather armor increases the evasion abilities of a character.
Mainly used by Assassins and Rangers.
With increased physical defense, chain armor, like cloth armor, is used to moderately increase the magical abilities of the wearer.
Mainly used by Clerics and Chanters.
Having the highest defensive capabilities, plate armor allows the wearer more resilience to be in the front lines.
This armor is exclusive to Gladiators and Templars.
|The shield is used in the off hand and can both increase the resilience of its bearer as well as help to reduce damage when a block is made. Clerics and Chanters, in some cases, can use these items to help increase their magic abilities. While used by Gladiators when needed to help tank, Templars use this item for both defensive and offensive abilities while defending their comrades in battle.|
Related Page: Improving Flight
Like weapons, armor can have enchantments placed upon them with the use of enchantment stones. Each piece of armor receives a different amount of physical defense increase depending on the type of material it is composed of.
| +2% Damage Reduction per Enchant Level |
Shields, as you can see in the chart above, receive a damage reduction bonus for every enchantment level placed upon them.
In order to add an enchantment an Enchantment Stone must be used on the item. If successful the enchantment level will increase by 1. However, if failed, the enchantment level will drop by 1.
| Note: A failure on an item that does not already have an enchantment level will not cause it to have a have negative enchantment.|