Armory

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Armors are items which can be worn by the player to prevent getting hit by, and reduce damage from, physical attacks. Several armors can be worn at once, including a shield; each armor is worn over a distinct part of the body. Unlike other equipment, most armors have separate male and female versions. In this guide, all the armors and their properties are described. To go directly to the armor lists click here. Armor pictures can be found on these slightly outdated pages: here, here, here, here and here.


Contents

Armor Classes


Armors can be grouped by which part of the body they cover. There are seven classes of armor; only one armor can be worn on each part of the body. This classification is useful when dealing with armor "sets" and with physical attacks, which usually hit one of the player's armors. The following table lists the armor classes and their chance of being hit by physical attacks. Body parts are hit regardless of whether a corresponding armor is worn. One of the four main classes (chest, legs, arms, and head) is hit in all cases; feet are hit together with legs. In addition, the shield (if any) may be hit; having 100% in the Shield skill allows benefiting from its physical absorption against each physical attack. Shields cannot be worn while holding two-handed weapons, but can be worn with one-handed weapons. The Santa Costume is part of a special armor class and is hit 50% of the times.

Class Armors Hit Chance (%) Gender Limit
Chest robes, mails, others 50 yes
Legs hose, leggings, others 25 yes
Arms hauberks, others 15 yes
Head helms, caps, hats 10 yes
Feet shoes, boots 25 no
Back capes 0 no
Left Hand shields Shield skill % no

Armor Gender

Unlike other equipment, many armors are gender-limited. Male versions have a (M) suffix and female versions have a (W) suffix. Shoes, boots, capes and shields are not gender-limited and only have 1 version. All other armors except the Skirt, Chemise, Bodice, Long Bodice and Tunic have two versions. Other than appearance, there are no differences between the male and female versions. Both versions of armors worn on the head even have the same appearance.

There are two ways to change the gender version of an armor. Buying a Single Armor Sex Change Ticket in the Helbreath USA Cash Shop allows changing the version of one armor through the ticket system. Buying a Full Armor Sex Change Ticket allows changing the version of all armors bound to the player, including Hero and level 180 armors as well as armors bought in the Cash Shop or obtained through certain events. Alternatively, a Sex Change Potion, creatable with Alchemy can be drunk to change the player's gender. Before drinking this potion, all gender-limited armors must be unequipped.

Armor Color

Unlike weapons, the color of many armors can be changed. All armors that can be bought at the Shop, except the Wizard Robe and Santa Costume, can be colored with dyes, also sold at the shop. A Discoloration Potion (from the Shop) can be used in the same way - double-clicking the potion and left-clicking an armor - to remove the color. In addition, all armors that can be obtained as first drops (except shields), as well as Plate Leggings, Wizard Cap and Wizard Hat can be colored by buying a Single Armor Color Ticket in the Helbreath USA Cash Shop and requesting the color change in a ticket. The armor does not have to be statted for this.


Obtaining Armors


As with other equipment, armors can be obtained in many ways. In the armor lists, all the ways of obtaining each armor are listed. They are:

  • Blacksmith (B): the armor can be bought at the Blacksmith.
  • Shop (S): the armor can be bought at the Shop.
  • Manufacturing (M): the armor can be created through the Manufacturing skill. Manufactured armors are different from their normal counterparts (if any) and have added properties as explained here.
  • First Drop (1D): the armor can be dropped by certain monsters right after they die. These armor are different from their normal counterparts because they always have stats, as described here.
  • Second Drop (2D): the Merien's Shield and Merien's Plate Mail can be dropped by certain monsters when their corpse disappears.
  • Rejuvenation Event (RJ): the Merien's Plate Mail can be claimed with Rejuvenation Emblems in the Rejuvenation Event.
  • Level 180 Only (180): upon reaching level 180, these armors can be claimed. More on them is found here.
  • Hero (H): these armors can be claimed at the Cityhall when the player has reached a sufficient EK Count and Contribution. More on them is found here.
  • Token Events (T): the armor can be created or modified using various tokens in the Mysterious and Scavenger Events. These armors also have stats, except Physical Absorption and Magic Absorption.
  • Cash Shop ($): the armor can be bought in the Helbreath USA Cash Shop. These armors are normally bound to the player, so they cannot be worn by any other player or dropped upon death. Equipping an item bound to another player results in the item being unequipped (once every 13 seconds) and the player taking 10d10 damage. These armors always have stats.
  • Events Only (E): the armor could be obtained as quest reward in past or present events.

Upgrading Armors

Most armors can be upgraded with Stones of Merien. Upgraded armors have more endurance and have "+X" added to their name, where X is the upgrade value. Armors can be upgraded up to +10 by steps of 1. All upgrade attempts use up a Stone of Merien, and have a chance of failing. If the upgrade of an armor +3 or higher fails, there is a high chance that the armor permanently disappears. Each upgrade increases the armor's maximum endurance by 15% (rounded down). For example, an armor +3 has around 52% more maximum endurance. Armors with the "Strong" stat cannot be upgraded, neither can Hero armors, level 180 armors, shoes, boots, capes and all armors available at the Shop. The Santa Costume can be upgraded, although this provides no benefit since upgrading does not increase the current endurance. The Hero Cape can be upgraded, but this is described here.

Manufactured Armors

Even though most armors that can be manufactured are also available at the Blacksmith, the two versions are different. Manufactured armors have a different color, have no minimum level limit, and their maximum endurance is that of their normal counterpart * completion % / 100 (rounded down). When manufactured armors are upgraded, their maximum endurance increases by 20% (rounded down) instead of 15%. Their defense is also different:

defense of a manufactured armor = defense of the normal counterpart * (1 + (completion % - 100) / 200) (rounded down).

A 200% completion manufactured armor thus has 50% more defense than its normal counterpart.

Bishop Boots, Warrior and Bishop Boots, Mage can only be created by manufacturing. At every server reset, they become "activated", receiving the "Strong" + 21% and "Experience" + 10% stats. If the boots' maximum endurance was above 1210 (or 121) before activation, it becomes 1210 (or 121).

Statted Armors

Armors obtained from monsters as first drops are also different from their Blacksmith or Shop versions, since they have stats. They always have a main stat, which is included in their name; also, a sub stat has 40% chances of being present. Here are the chances (%) of obtain specific stats and values. Numbers in italics are the maximum values obtainable from Rabbit, Cat, Slime Giant-Ant, Snake, Orc, Scorpion, Skeleton and Zombie; in these cases, the chances of getting the maximum value are combined with those of higher values. However, for "Mana Converting" and "Critical" armors, the monsters from which the maximum value is limited also include Stone Golem and Clay Golem.
The stats Light, Strong and Physical Absorption apply to the armor on which they are present, while all other stats apply to the player.

Main Stats

Strong Light Mana Converting Critical
60 30 5.5 4.5

Main Stat Values

Light (+%) 16 20 24 28 32 36 40 44 48 52
chances 84.7 6.7 3.3 1.7 1.3 1.0 0.7 0.3 0.2 0.1
Strong (+%) 14 21 28 35 42 49 56 63 70 77 84 91
chances 58.0 16.7 10.0 6.7 3.3 1.7 1.3 1.0 0.7 0.3 0.2 0.1
Mana Converting (+%)
Critical (+%)
1 2 3 4 5 6 7
chances 58.0 26.7 10.0 3.0 1.7 0.6 0.1

  • Light: decreases the weight and the minimum Str required to hold the armor by the indicated % (rounded up).
  • Strong: increases the maximum endurance of the armor by the indicated % (rounded down). This stat has no effect when present on capes.
    • Endurance: the endurance of armors (except capes) decreases when they get hit by physical attacks, the Armor-Break or the Earth-Shock-Wave spells. Armors with 0 endurance cannot be worn and must be repaired. Most armors are repairable at the Blacksmith, but armors that can be bought from the Shop are repairable at the Shop, along with Hero Robes and Dark Mage Robes. "Bishop" armors, the Santa Costume and capes cannot be repaired. The maximum endurance of armors also influences armor stripping, which never happens to capes, shields or Merien's Plate Mail.
  • Mana Converting: increases the player's mana when he takes damage from physical attacks or damage spells. The total value of this stat from all armors is effectively capped at 13%.
  • Critical: provides a chance for the number of criticals to increase by 1 when the player takes damage from a physical attack or damage spell. The total value of this stat from all armors is effectively capped at 20%.

Sub Stats

Poison Resistance Magic Resistance SP recovery HP recovery MP recovery Defense Ratio Physical Absorption Magic Absorption
30 19 15 10 10 10 4 2

Sub Stat Values

SP recovery (+%)
HP recovery (+%)
MP recovery (+%)
7 14 21 28 35 42 49 56 63 70 77 84 91
chances 33.3 24.7 16.7 10.0 6.7 3.3 1.7 1.3 1.0 0.7 0.3 0.2 0.1
Poison Resistance (+%)
Magic Resistance (+%)
Defense Ratio (+X)
21 28 35 42 49 56 63 70 77 84 91
chances 74.7 10.0 6.7 3.3 1.7 1.3 1.0 0.7 0.3 0.2 0.1
Physical Absorption (+%)
Magic Absorption (+%)
9 12 15 18 21 24 27 30 33 36 39
chances 74.7 10.0 6.7 3.3 1.7 1.3 1.0 0.7 0.3 0.2 0.1

  • SP recovery: increases the player's stamina recovery. The time between natural increases is found here.
    • The maximum stamina is the player's level * 2 + Str * 2. When stamina increases naturally, the "base" recovery is 1d(Vit / 3, rounded down); the average base increase is thus Vit / 6. When wearing armors with this stat, the base increase is multiplied by (1 + total of "SP recovery" stat values / 100) (rounded down). Then, a bonus can be added according to the player's level: 15 for levels 1-20, 10 for levels 21-40 or 5 for levels 41-60.
  • MP recovery: increases the player's mana recovery. The time between natural increases is found here.
    • The maximum mana is the player's level * 2 + Mag * 2 + Int / 2. When mana increases naturally or due to the proximity of a Mana Collector, the "base" recovery is 1d(Mag); the average base increase is thus Mag / 2. When wearing armors with this stat, the base increase is multiplied by (1 + total of "MP recovery" stat values / 100) (rounded down).
  • HP recovery: increases the player's health recovery. The time between natural increases is found here.
    • The maximum health is the player's level * 2 + Vit * 3 + Str / 2. When health increases naturally, the "base" recovery is 1d(Vit) (minimum of Vit / 2, rounded down); the average base increase is thus Vit * 5/8. If the player is holding a Blood weapon, the base recovery is reduced by 20% (rounded up). The bonus from Memorial Ring (25), Memorial Ring (20), Memorial Ring (15) or Portal Ring (13), and the bonus from all food eaten since the last natural health increase (maximum of 500) are then added. When wearing armors with the "HP recovery" stat, the recovery is then multiplied by (1 + total of "HP recovery" stat values / 100) (rounded down). If wearing a Magic Ruby, the % of the ruby / 5 (rounded down) is included in the total of "HP recovery" stat values. For example, 99% and 95 Magic Rubies provide 19% "HP recovery".
  • Poison Resistance: increases the player's resistance to getting poisoned and the chance of being cured from poison naturally, as explained in the "Poisoning" weapons description. This works in the same way against the Poison, Mass-Poison and Thrown-Poison spells, and also helps against the Poison-Cloud and Cloud-Kill spells.
    • Having at least 500% Poison Resistance from equipment - armors with this stat, Necklace of Poison Protection or Necklace of Sufferent - provides immunity from the Paralyze and Hold-Person spells.
  • Magic Resistance: decreases the chance of being hit by hostile spells.
  • Defense Ratio: decreases the chance of being hit by physical attacks.
    • Armors increase the player's defense in three ways: armors with this stat add its value to the defense, manufactured armors add a bonus (or a penalty) to the defense, and all armors have a "base" defense value, found in the armor lists.
  • Physical Absorption: decreases the damage taken from physical attacks. This stat has no effect when present on capes or shields.
    • As explained here, the armor which gets hit by a physical attack contributes to reducing damage. All armors have a "base" physical absorption value, found in the armor lists, which is increased by this stat. The "base" physical absorption value of shields cannot be changed; the shield also contributes to reducing damage when it gets hit.
  • Magic Absorption: decreases the damage taken from damage spells. The total value of this stat from all armors is effectively capped at 80%.

Level 180 Armors

Upon reaching level 180, the player can make a ticket to claim special level 180-only items. This is a category of items with names starting with "Dark Knight" (DK) or "Dark Mage" (DM) or ending with "of Legends". They are bound to the player who claims them. Along with one weapon, 4 armors of this category can be claimed - one from each of the four main armor classes (chest, legs, arms, and head). Normally, warriors (at least 100 Str) can claim the Dark Knight Helm, Dark Knight Hauberk, Dark Knight Leggings and Dark Knight Plate Mail; mages (at least 130 Mag) can claim the Dark Mage Hat, Dark Mage Hauberk, Dark Mage Leggings and one of the four Dark Mage chest armors, depending on their Str. These are the Dark Mage Chain Mail, Dark Mage Scale Mail, Dark Mage Leather Armor and Dark Mage Robe. "Hybrid" players can claim level 180 armors which their stats allow them to wear.

Hero Armors

Enemy player Kills (EKs) can be obtained by killing players of the opposite town and of an appropriate level. Criminal players cannot get EKs, and the Arena maps, as well as Bleeding Island, are maps where obtaining EKs is impossible for anyone. Players below level 80 can only obtain EKs from enemy players of level 30 and above. Players of level 80 and above can only obtain EKs from enemy players of level 80 and above. EKs are accompanied by a small Exp reward and a Gold reward which can be claimed at the Cityhall.

When the player has at least 100 EKs, he can claim Hero armors at the Cityhall. A small amount of Contribution is also required, which can either be obtained from Quests or the Contribution Change form. Claming a Hero armor decreases the player's EKs by the required amount. In addition to gender-specific versions, there are two town-specific versions of each Hero armor, of different color. The player can only claim Hero armors of the appropriate gender and town. They are bound to the player who claims them.

The Mage and the Warrior Hero "sets" are sets of 4 Hero armors which, when worn together, provide a damage bonus. The table below indicates which Hero armor is part of which set. Wearing a Warrior Hero set adds 3 damage to physical attacks and displays a red animation upon criticals. Wearing a Mage Hero set adds 4 damage to damage spells, which applies to each hit, and displays a blue animation upon preparing a spell. The Mage Hero set requires 550 EKs in total while the Warrior Hero set requires 700 EKs in total. The Hero capes are not part of Hero sets.

Armor Part of Set Required EKs Required Contribution
Hero Plate Mail Warrior 300 30
Hero Helm Warrior 150 20
Hero Leggings Warrior, Mage 150 15
Hero Hauberk Warrior, Mage 100 10
Hero Cap Mage 100 20
Hero Robe Mage 200 20
Hero Cape none 300 0
Hero Combatant Cape* none 30 50

*The Hero Combatant Cape cannot be obtained at the Cityhall. Instead, it is the result of upgrading the Hero Cape. This upgrade never fails, and consumes a Stone of Merien. 30 EKs and 50 Contribution are required, but the EKs are not decreased by upgrading the cape.
Buying a Hero Items EK Return Ticket in the Helbreath USA Cash Shop allows exchanging one or more of the player's Hero Armors back to EKs through the ticket system.


Individual Armors


Here are all the armors grouped by armor class. The meaning of each column is:

  • Defense: the armor's "base" defense value.
  • PA (%): the armor's "base" physical absorption value.
  • Str: the minimum Str required to wear the armor; it is also the armor's weight.
  • Endurance: the armor's maximum endurance.
  • Level: the minimum level required to wear the armor.
  • Obtain: all the ways to obtain the armor, as previously described.
  • Special: special requirements or properties.

Activation Armors

The Merien's Shield and Merien's Plate Mail each have a special ability which can be activated by pressing the PageUp key. Activation armors are shiny and, when activated, display a green aura around the player. Only one activation item can be worn; if a player equips an activation armor while wearing another activation armor or weapon, the latter will be unequipped. One special ability can be activated every 20 minutes and lasts for 1 minute. They are:

  • Merien's Shield: the player does not take damage from other players' physical attacks and spells.
  • Merien's Plate Mail: when hit by another player, the attacker's weapon breaks. This armor cannot be stripped.

Chest

Armor Defense PA (%) Str Endurance Level Obtain Special
Bodice 1 1 2 400 0 S Female only
Long Bodice 1 1 2 400 0 S Female only
Tunic 3 1 5 300 0 S Male only
Robe 12 1 10 3000 0 S 100 Mag required
Wizard Robe 12 1 10 3000 80 S 100 Mag required
Leather Armor 10 10 15 400 0 B, 1D, T
Scale Mail 20 20 20 600 0 B, M, 1D, T
Bishop Scale Mail 20 20 20 3800 0 $ Cannot be repaired
Chain Mail 30 32 30 1000 0 B, M, 1D, T
Plate Mail 37 40 100 3000 0 B, M, 1D, T
Knight Plate Mail 40 42 100 3500 85 B, M
Bishop Plate Mail 37 40 100 9000 0 $ Cannot be repaired
Hero Robe 23 20 15 4000 0 H Repairable at the Shop
Hero Plate Mail 45 48 100 5000 0 H
Dark Mage Robe 22 20 10 30000 180 180 100 Mag required; Repairable at the Shop
Dark Mage Leather Armor 24 22 15 30000 180 180
Dark Mage Scale Mail 32 30 20 30000 180 180
Dark Mage Chain Mail 36 38 30 30000 180 180
Dark Knight Plate Mail 53 55 100 30000 180 180
Merien's Plate Mail 60 45 100 5000 120 2D, RJ Activation

Legs

Armor Defense PA (%) Str Endurance Level Obtain Special
Skirt 1 1 1 300 0 S Female only
Trousers 1 1 1 300 0 S
Knee Trousers 1 1 1 300 0 S
Chain Hose 6 10 10 500 0 B, M, 1D, $
Bishop Chain Hose 6 10 10 4500 0 $ Cannot be repaired
Plate Leggings 12 20 20 1000 0 B, M, T
Knight Plate Leggings 15 22 20 1100 80 B, M
Hero Leggings 18 25 15 3000 0 H
Dark Mage Leggings 21 28 20 30000 180 180
Dark Knight Leggings 21 28 20 30000 180 180

Arms

Armor Defense PA (%) Str Endurance Level Obtain Special
Chemise 1 1 1 300 0 S Female only
Hauberk 8 10 12 300 0 B, M, 1D, T, $
Bishop Hauberk 8 10 12 5000 0 $ Cannot be repaired
Wizard Hauberk 12 12 12 1000 90 B, M 100 Mag required
Knight Hauberk 12 12 12 1000 70 B, M 100 Dex required
Hero Hauberk 15 15 15 2000 0 H
Dark Mage Hauberk 18 18 12 30000 180 180
Dark Knight Hauberk 18 18 12 30000 180 180

Head

Armor Defense PA (%) Str Endurance Level Obtain Special
Wizard Cap 5 10 15 500 90 B, T 110 Mag required
Wizard Hat 10 15 15 800 120 B, T 130 Mag required
Helm 5 10 52 1500 0 B, M, 1D, T
Full-Helm 10 20 85 2000 0 B, M, 1D, T
Knight Full-Helm 12 22 85 2000 80 B, M
Winged Helm 15 22 130 2500 100 B, M, 1D, T
Horned Helm 17 24 160 3500 120 B, M, 1D, T
Hero Cap 12 15 15 1500 0 H
Hero Helm 18 24 100 2500 0 H
Dark Mage Hat 12 20 15 30000 180 180 130 Mag required
Dark Knight Helm 17 27 85 30000 180 180

Feet

Armor Defense PA (%) Str Endurance Level Obtain Special
Shoes 1 1 2 300 0 S
Long Boots 1 1 5 300 0 S
Bishop Boots, Mage 1 1 5 100 0 M 60 Mag required; Cannot be repaired
Bishop Boots, Warrior 1 1 5 1000 0 M 60 Dex required; Cannot be repaired

Back

Armor Defense PA (%) Str Endurance Level Obtain Special
Cape 2 0 2 300 0 S, 1D
Combatant Cape 2 0 2 300 0 S
10% EXP Cape 2 0 2 300 0 $
20% EXP Cape 2 0 2 300 0 $
Hero Cape 2 0 2 300 0 H
Hero Combatant Cape 2 0 2 300 0 H

Left Hand

Armor Defense PA (%) Str Endurance Level Obtain Special
Wood Shield 8 6 8 300 0 B, 1D, $
Leather Shield 10 7 10 300 0 B
Targe Shield 13 9 18 500 0 B, 1D
Scooterm Shield 16 11 20 500 0 B
Bronze Shield 18 12 20 500 0 B, 1D
Iron Shield 22 15 25 500 0 B, 1D
Lagi Shield 26 18 30 800 0 B, 1D
Kite Shield 30 20 32 800 0 B, 1D
Tower Shield 35 24 40 800 0 B, 1D
Merien's Shield 50 34 40 1600 141 2D Activation
Earth Day Shield 2010 1 1 8 800 0 E
Easter Shield 2010 1 1 8 800 0 E
4th of July Shield 2010 1 1 8 800 0 E
Halloween Shield 2010 1 1 8 800 0 E
Thanksgiving Shield 2010 1 1 8 800 0 E
Christmas Shield 2010 1 1 8 800 0 E
Anniversary Shield 2011 1 1 8 800 0 E
Valentine's Day Shield 2011 1 1 8 800 0 E
Earth Day Shield 2011 1 1 8 800 0 E
Easter Shield 2011 1 1 8 800 0 E

Santa Costume

The Santa Costume, available at the Shop during Christmas time, constitutes a special armor class which covers the chest, legs, arms, head, feet and back. The only other armors which can be worn with the Santa Costume are shields. It requires 10 Str to wear, has no minimum level requirement, has 1500 maximum endurance and cannot be repaired. The Santa Costume loses endurance from physical attacks but not from spells. It does not provide defense or physical absorption; instead, it adds 35% ice magic damage absorption and 70% freezing resistance, including 70% chance of not being hit by Ice Golems. These bonuses stack with those of the Ice Protection and Ice Elemental necklaces.


Armor Set Reference


Although the only armor sets which provide any special bonus are the Hero sets, other common combinations of armors can also be called "sets". In the following tables are compared the defense and physical absorption of several common armor combinations. Capes, shoes and boots are not included. The Average PA % takes into account the chances of being hit of each armor class. With shields, the player is assumed to have 100% in the Shield skill.

Defense

Armor Set No Shield Tower Shield Merien's Shield
Statted Mage (Chain Mail, Chain Hose, Hauberk, Wizard Hat) 54 89 104
Statted Warrior (Plate Mail, Chain Hose, Hauberk, Horned Helm) 68 103 118
Blacksmith Mage (Chain Mail, Knight Plate Leggings, Wizard Hauberk, Wizard Hat) 67 102 117
Blacksmith Warrior (Knight Plate Mail, Knight Plate Leggings, Knight Hauberk, Horned Helm) 84 119 134
200% Manufactured Mage (Chain Mail, Knight Plate Leggings, Wizard Hauberk, normal Wizard Hat) 95 130 145
200% Manufactured Warrior (Knight Plate Mail, Knight Plate Leggings, Knight Hauberk, Horned Helm) 125 160 175
Hero Mage (Hero Robe, Hero Leggings, Hero Hauberk, Hero Cap) 68 103 118
Hero Warrior (Hero Plate Mail, Hero Leggings, Hero Hauberk, Hero Helm) 96 131 146
Dark Mage (Dark Mage Chain Mail, Dark Mage Leggings, Dark Mage Hauberk, Dark Mage Hat) 87 122 137
Dark Knight (Dark Knight Plate Mail, Dark Knight Leggings, Dark Knight Hauberk, Dark Knight Helm) 109 144 159
Statted DR + 91 Mage (Chain Mail, Chain Hose, Hauberk, Helm) 413 448 463
Statted DR + 91 Warrior (Plate Mail, Chain Hose, Hauberk, Horned Helm) 432 467 482

Average PA %

Armor Set No Shield Tower Shield Merien's Shield
Statted Mage (Chain Mail, Chain Hose, Hauberk, Wizard Hat) 21.5 45.5 55.5
Statted Warrior (Plate Mail, Chain Hose, Hauberk, Horned Helm) 26.4 50.4 60.4
Blacksmith Mage (Chain Mail, Knight Plate Leggings, Wizard Hauberk, Wizard Hat) 24.8 48.8 58.8
Blacksmith Warrior (Knight Plate Mail, Knight Plate Leggings, Knight Hauberk, Horned Helm) 30.7 54.7 64.7
Hero Mage (Hero Robe, Hero Leggings, Hero Hauberk, Hero Cap) 20.0 44.0 54.0
Hero Warrior (Hero Plate Mail, Hero Leggings, Hero Hauberk, Hero Helm) 34.9 58.9 68.9
Dark Mage (Dark Mage Chain Mail, Dark Mage Leggings, Dark Mage Hauberk, Dark Mage Hat) 30.7 54.7 64.7
Dark Knight (Dark Knight Plate Mail, Dark Knight Leggings, Dark Knight Hauberk, Dark Knight Helm) 39.9 63.9 73.9
Statted PA + 39% Mage (Chain Mail, Chain Hose, Hauberk, Helm) 60.0 84.0 91.5
Statted PA + 39% Warrior (Plate Mail, Chain Hose, Hauberk, Horned Helm) 65.4 87.4 92.9

Written by Rowechelon

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