Dungeon Armor

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Dungeon armor is an adventurers top tier reward and are highly valuable. These pieces of armor are distinctive in hue and do not require item identification to discover (an adventurer will know on sight if they've come across one of these pieces). The benefits of these suits are only manifested in PvE conflicts. Although an armor rating is displayed on the paperdoll, the AR from these suits is 0 against other players. Likewise, the beneficial effects of these armors do not apply in player -vs- player combat. Your best chance to find these armors is to defeat the boss of any dungeon although smaller pieces may very rarely drop from regular dungeon denizens as well.

Each suit contains all of the components to a full set of platemail (Helm, gorget, chestplate, arms, gloves, and leggings). When a full suit of any one set of dungeon armor is worn, sparkles will briefly surround the player and special effects are granted as detailed below while the armor is worn.

Recharging Dungeon Armor

Each piece of these dungeon suits is temporarily blessed and contains a number of charges indicating how many times it will follow its wearer through death. Every piece will lose one charge any time it is in the possession of a character at the time they die. These blessings may be recharged through the use of arcane dust (which can be aquired as a byproduct of Item Reforging) by doubleclicking the arcane dust and targeting the piece of armor you wish to recharge.

Armor which loses all of its charges still provides the PvE bonuses listed further below, it is merely no longer blessed and will remain on the character's corpse should they die.

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Repairing Dungeon Armor

Dungeon armor does take damage and will eventually need repair. This can be done using special dungeon armor repair deeds. The deed recipe become available to blacksmiths with 90 skill or higher (67% chance of success to craft at GM) using 40 ingots and a regular repair contract.

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Upgrading Dungeon Armor

Dungeon armor starts at Tier 1 and can be upgraded as far as Tier 4. Upgrading a piece of dungeon armor requires a dungeon armor upgrade hammer. These magical green sledgehammers have a chance to drop from Champions, fire dungeon bosses, and ancient mystery scrolls. At least one is guaranteed to drop from the Boss Spawns such as Lyth the Destroyer.

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In-Game Dungeon Armor Previews

Double left clicking any piece of dungeon armor in-game will bring up a preview of the completed set as well as the bonuses associated to that armor set & tier. You do not need to have the equipment in your inventory to see this preview (you can double click the armor on someone else's paper doll to see it).

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Heavy Armors (commas indicate the bonus given for Tier I through Tier IV)

Destard (Rust hue, Tanking set (general mitigation))

  • AR: 60, 65, 70, 75
  • Dex Penalty: -10
  • Med Penalty: -100%
  • Melee Damage Received Reduction: 12.5%, 15%, 17.5%, 20%
  • Spell Damage Received Reduction: 12.5%, 15%, 17.5%, 20%
  • Bandage Self Timer Reduction: -2.5s, -3s, -3.5s, -4s


Ice (Teal hue, Tanking set (monster specials))

  • AR: 60, 65, 70, 75
  • Dex Penalty: -10
  • Med Penalty: -100%
  • Breath Damage Received Reduction: 45%, 50%, 55%, 60%
  • Bleed Damage Received Reduction: 45%, 50%, 55%, 60%
  • Poison Damage Received Reduction: 45%, 50%, 55%, 60%
  • Disease Damage Received Reduction: 45%, 50%, 55%, 60%
  • Bandage Through Poison Healing Amount: 45%, 50%, 55%, 60%
  • Monster Special Effect Avoidance Chance: 45%, 50%, 55%, 60%


Fire (Pink hue, Tanking set (Fire shield))

  • AR: 60, 65, 70, 75
  • Dex Penalty: -10
  • Med Penalty: -100%
  • Breath Damage Received Reduction: 45%, 50%, 55%, 60%
  • Flamestrike on Melee Attack Chance: 7.5%, 10%, 12.5%, 15%
  • Flamestrike on Being Hit by Melee Attack Chance: 7.5%, 10%, 12.5%, 15%

Medium Armors (commas indicate the bonus given for Tier I through Tier IV)

Deceit (Black hue, Vampiric Healing set)

  • AR: 45, 50, 55, 60
  • Dex Penalty: -3
  • Med Penalty: -50%
  • Chance to siphon Life when striking an opponent: 12%, 14%, 16%, 18% on melee/ranged attack (adjusted based on weapon speed)
  • Siphon Life instantly returns 20% of your max hit points, 25% of your max stamina, and 15% of your max mana (not to exceed your natural maximum).


Hythloth (Violet hue, DPS dexxer set)

  • AR: 45, 50, 55, 60
  • Dex Penalty: -3
  • Med Penalty: -50%
  • Melee Damage Inflicted Bonus: 12.5%, 15%, 17.5%, 20%
  • Special Weapon Attack Chance Bonus: 5%, 6%, 7%, 8%


Wrong (Stone hue, Stealthing set)

  • AR: 45, 50, 55, 60
  • Dex Penalty: -3
  • Med Penalty: -50%
  • Bonus Stealth Steps: 5, 6, 7, 8
  • Backstab Damage Bonus: 25%, 30%, 35%, 40%
  • Stealth Now Leaves Footprints (This is to make them not very effective for potential PKing as an offset for bonus steps)

Light Armors (commas indicate the bonus given for Tier I through Tier IV)

Shame (Mauve hue, Pure Mage set)

  • AR: 35, 40, 45, 50
  • Dex Penalty: None
  • Med penalty: None
  • Spell Damage Inflicted Bonus: 20%, 25%, 30%, 35%
  • Chance to Cast Spell at 50% Mana Cost: 20%, 25%, 30%, 35%


Covetous (Dark green hue, Poisoner set)

  • AR: 35, 40, 45, 50
  • Dex Penalty: None
  • Med penalty: None
  • Poison Damage Bonus: 22.5%, 25%, 27.5%, 30%
  • Chance to Cast Poison / Poison Field with 0 Mana Cost: 20%, 25%, 30%, 35%
  • Chance to Inflict Weapon Poison with No Charge Spent: 22.5%, 25%, 27.5%, 30%


Despise (Brass hue, Barding set)

  • AR: 35, 40, 45, 50
  • Dex Penalty: None
  • Med penalty: None
  • Provoked Creature Damage Bonus: 22.5%, 25%, 27.5%, 30%
  • Chance to Ignore Peacemaking Breakage: 35%, 40%, 45%, 50%
  • Discordance Effect Bonus: 5%, 6%, 7%, 8%

armor preview