Defense Ratio (DR)
Defense Ratio armor makes the wearer harder to be hit by physical attacks. 2 DR points is equal to 1 extra point of Dexterity (only counts for evading attacks not your own accuracy).
Magic-Resistance armor makes the wearer less prone to be hit by magic attacks. To really see any significant difference, you need to have at least 180 MR points with all your armor combined.
HP Recovery (HP)
Recovers your HP more by the % value of the armor. Ex: 21% HP recovery hauberk would make you gain health points by 21% more HP at a time.
MP Recovery (MP)
Recovers your MP more by the % value of the armor. Ex: 42% MP recovery Leather Armor would make you gain mana points by 42% more MP at a time.
Magic Absorbtion (MA)
Magic Absorbtion armor will absorb magic attacks directly into the armor, so the wearer will take less damage. *Note* MA armor does stack based on how much of it you have on total with all your armor %'s combined. Ex: You get hit -100 magic damage but your armor is 50% MA, you only take 50 damage. There is a max of 80%
Physical Absorbtion (PA)
Physical Absorbtion armor will absorb physical attacks directly into the armor, so the wearer will take less damage.*Note* PA does not stack. The damage is removed according to the PA on the part that is hit. Ex: You get hit -100 physical damage that hit's a 21% PA armor you are wearing, you will only take 21 damage less than you would otherwise (In built PA, Shields, Msheilds, etc also reduce damage).
Critical Increase Chance(Crit)
|Wizard Cap||600||7||10%||lvl 60
|Wizard Hat||800||10||16%||lvl 90
Upper Body Armor
|Knight Hauberk||12||14%||1000||600||Level 70 100 Dexterity|
|Wizard Hauberk||12||14%||1000||600||Level 90 100 Magic|
|Leather Armor||10||11%||400||300||15 Strength|
|Scale Mail||20||20%||600||400||20 Strength|
|Chain Mail||30||32%||1000||600||30 Strength|
|Ring Mail||70 Strength|
|Plate Mail||37||40%||3000||1000||100 Strength|
|Knight Plate Mail||40||42%||3500||2000||Level 85 100 Strength|
Lower Body Armor
Reduced duration of Massive Illusion Movement to 25 seconds from 40, and of Illusion movement from 30 seconds to 20
Change: Xneck Hit prob (100->160) Mer neck def(70->80) SG neck def(35->40) kloness neck = +8(works like a righteous weapons), physical and magical.
Lucky gold ring set to 40% chance of save from death, and only takes 1hp instead of all but 1.