Armor Sets

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In Sands of Aura, Armor Sets serve as foundation for your gear together with Weapons and are the primary source of Health and Armor. Additionally, while health increases the amount of Poise during blocking, armor affects the health regained when using Testament Bells.


Every armor set consists of four separate pieces - Helm, Chest, Legs and Gloves. Every piece of armor carries a unique Set Bonus that is applied upon equipping two or four pieces belonging to the same set, respectively. Equipping all four pieces of a set directly doubles the effects of the 2-set bonus.

Armor sets possess up to six Rune Slots. The available number of slots incrementally increases through six stages depending on the rank of the armor. Every slot may hold every kind of individual rune without limitations.


Armor pieces may be enhanced to rank 20 at the Forge using Glint and a variety of Sacrumite upgrade materials. Similar to weapons, there are thresholds to which armor can be upgraded to, before it becomes necessary to upgrade the forge itself.


The Armor attribute is susceptible to an enemy's Armor Penetration value and diminishing returns, meaning the amount of armor gained will decrease the higher the current value. Health and the amount healed by testament bells are not affected by DR. Armor sets do not need to be repaired or otherwise cared for.


Armor set upgrades and values

Upgrading armor sets

(All materials provided are part of the Sacrumite family of upgrade materials)


Materials to +2 to +3 to +4 to +5 to +6 to +7 to +8 to +9 to +10 to +11 to +12 to +13 to +14 to+15 to +16 to +17 to +18 to +19 to +20
Sacrumite Dust 2x Dust 3x Dust 4x Flakes 1x Flakes 2x Flakes 3x Flakes 4x Sliver 1x Sliver 2x Sliver 3x Sliver 4x Shard 1x Shard 2x Shard 3x Shard 4x Chunk 2x Chunk 3x Chunk 4x Ingot 2x
Glint 250 500 750 1000 1250 1500 1750 2000 2250 2500 2750 3000 3250 3500 3750 4000 4250 4500 7500


Armor attributes

While every individual piece of gear is visually distinctive, their passive attributes are the same across all Armor Sets and Ranks.


Attributes +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20
Health / Armor 5 / 5 8.3 / 8.3 11.6 / 11.6 14.9 / 14.9 18.2 / 18.2 21.5 / 21.5 24.8 / 24.8 28.1 / 28.1 31.4 / 31.4 34.7 / 34.7 38 / 38 41.3 / 41.3 44.6 / 44.6 47.9 / 47.9 51.2 / 51.2 54.5 / 54.5 57.8 / 57.8 61.1 / 61.1 64.4 / 64.4 67.7 / 67.7
Rune Slots 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6


Armor calculation[OUTDATED]

The Armor value provides damage reduction to both health and Poise damage via the following method:

  1. Armor Penetration is applied to your total armor value
  2. Your 'armor percentage' is calculated as part of the max armor cap of 1000, and expressed as a decimal.
  3. The decimal is passed into: DamageReduction = 1.05 * armorPercent / (armorPercent + 0.5)

Example:

  • With an armor value of 60, your armorPercent would be 60/1000 or 0.06
  • Damage reduction = 1.05 * 0.06 / (0.06+0.5) = 0.1125, or 11.25%
  • With an armor value of 164, your armorPercent would be 164/1000 or 0.164
  • Damage reduction = 1.05 * 0.164 / (0.164+0.5) = 0.259, or 25.9%

At 1000 armor, you would reduce damage taken by 70%.



List of Armor Sets

Barbarian Plate.jpg
Big.jpg
Wrapped.jpg
Scalemail armor.jpg
Nomads.jpg
Barbarian Plate Armor
Reduces poise damage taken
Big Armor
Gain spellblade charge on successful parry
Wrapped Armor
Brief damage reduction after dodge
Scalemail Armor
Every 3 seconds, dodging deals damage and stuns
Nomad's Armor
Testament Bells heal for more


Bellwethers.jpg
Cavaliers Armor.jpg
Knightly.jpg
Berins.jpg
Cyran.jpg
Bellwether Armor
Small chance to entirely avoid attacks
Cavalier's Armor
Stacking damage buff after collecting glint
Knight's Armor
Block projectiles that are within a cone of your facing direction
Berin's Armor
Any overhealing you receive will be added to a secondary health pool
Cyran's Armor
Any overhealing you receive will be added to your next attack


Hallowed.jpg
Alchemects.jpg
Atnaels set.jpg
Remnant knights.jpg
Elite Ferrum Cathexis.jpg
Hallowed Armor
Restore some health every 1 second for 30 seconds after using a testament bell
Alchemect's Armor
Chance to negate an attack while applying spellblade effect to attacker
Atnael's Armor
Increases damage of your spellblade abilities
Remnant Knight's Armor
Increases corruption gained
Cathexis' / Pleonexis' Elite Ferrum Armor
Chance to activate spellblade on attack


Merchants armor.jpg
Ferrum Steel.jpg
Savage armor set.jpg
Oni Armor set.jpg
Allaira.jpg
Merchant Armor
Restore health when picking up glint
Ferrum Steel Armor
Increases damage dealt when successfully dodging an attack
Savage Armor
Gain corruption when attacked, also works during blocking and parrying
Oni Armor
Increases duration of applied damage over time effects
Alaira's Armor
Gain shield upon using testament bell


Motts.jpg
Wilgrams armor set.jpg
Gambison armor set.jpg
Assasins.jpg
Betrayers.jpg
Mott's Armor
Replenishes health during short window when dealing damage after having received damage
Wilgram's Armor
Gain stackable buff increasing damage when dealing weapon damage
Gambison Armor
Increases chance for all attacks to deal critical damage
Assassin's Armor
Reduces damage reduction from armor to 0 and increases your damage done by a percentage of damage reduction lost
Betrayer's Armor
Increases the damage of your unarmed attacks by a percentage of you maximum health