Sacred 2:Armour Lore
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Armor Lore
Increases armor protection and reduces the regeneration penalty caused by armor. Grants the ability to wear higher-level armor without a penalty to movement speed.
- Armor Resistance Bonus +X% (refer to table below)
- Regeneration Penalty from armor equipment -Y%
- Item level without penalty Z
Skill level | 1 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 74 | 75 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 155 | 170 | 185 | 200 |
Armor Bonus, +%: | 9,8 | 41,7 | 71,5 | 96,9 | 118,5 | 137,3 | 153,6 | 168,1 | 173,5 | 180,8 | 195,1 | 221,1 | 243,8 | 264,2 | 282,2 | 298,3 | 313,1 | 332,5 | 349,5 | 364,5 | 377,7 |
Regen Penalty -%: | −0.4 | −4.7 | −9.0 | −13.0 | −16.6 | −20.0 | −23.0 | −25.9 | −27.2 | −36.0 | −37.5 | −40.2 | −42.8 | −45.2 | −47.3 | −49.3 | −51.2 | −53.7 | −56.0 | −58.1 | −60.0 |
Mastery
- Further reduces the regeneration penalty.
Properties
- Increases existing armor (resistances).
- Especially effective in combination with Toughness skill (which provides all armor types).
- This skill will unlock item attributes that require Armor Lore skill (like "Defense (Armor Lore)).
- In the later game, Damage Mitigation % becomes a fairly common armor modification that requires Armor Lore Mastery (75 or more hard skillpoints) to unlock.
- "Item Level Without Penalty" reduces the speed penalties for equipping high-level armor, and can help with unmounted run speed. This skill doesn't allow equipping armor above certain threshold (which depends on character level - see Items/Usable Item Levels)
Breakpoints
- Item level without penalty is increased by one for every two skill points spent, starting at character level value. It is capped at 250.
- Regeneration time bonus depends on character level and item quality. It decreases at every level-up, forcing you to spend more points into this skill.
- The Armor Bonus is increased in steps as shown in the Armor Lore full table.
The Armor bonus at a given skill level x is given fairly precisely by the following formulas:
- 400*(x+1.5)/(x+100) Pre-Mastery
- 600*(x-32.5)/(x+66) Mastery
The bold marked numbers are the smallest upper bounds of this progression, which will never at any skill level be exceeded.
As an example, attack and defense at x=75: 75 is the first mastery level, so we take the mastery formula and we have
600*(75-32.5)/(75+66) = 600*42.5/141 = 180.85
This value compared with the table value is a good example of the precision the formulas offer.