Plate Armor

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Revision as of 19:03, 7 October 2019 by Kendyon (talk | contribs) (new page: plate armor, based on leather armor)
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Plate Armor is a class of equipment consisting of: Plate Helmet, Plate Armor, and Plate Boots.

Plate Helmet

Universal Abilities


Plate Armor
Energy Cost 0 Take a pause, restoring 21 Energy every 1s while channeling for up to 9s.
Cast Time channeled
Range self
Cooldown 30s

Plate Armor
Energy Cost 0 Turn your skin to stone, increasing your Defense by 33.333% for 7s.
Cast Time instant
Range self
Cooldown 45s


Passive abilities


Plate Armor
Energy Cost - Incoming damage is reduced by 2.439%
Cast Time -
Range -
Cooldown -

Autority


Plate Armor
Energy Cost - Increases your resistances to CC effects by 0.2 on all Plate Armors. Tenacity on all Plate Shoes and Helmets will increase your CC resistance to 0.1.
Cast Time -
Range -
Cooldown -


Unique Abilities

Helmet Unique spell Energy Cost Cast Time Range Cooldown
  Soldier Helmet Block: You become immune to damage and all Crowd Control effects for 2s. You can keep moving during the block, but cannot attack or cast spells. 0 Channeled Self 30s
  Knight Helmet Displacement Immunity: Increases Crowd Control Resistance by 76, and makes target immune to any displacement effect like pulls, knockbacks or fears for 6s. The spell affects you and up to 5 allies in a 4m radius. 0 Instant Self 30s
  Guardian Helmet Emergency Heal: Instantly heals 15% of max health and removes any damage over time effects for up to 4 allies in a 4m around you. 0 Instant Self 30s
  Royal Helmet Ballista Support Fire: Your Royal allies fire a burning barrel at a ground target location. It takes a little time before it reached the desired location; when it does, it stuns all enemies hit for 3.37s and deals 155 Physical damage. 0 Instant 11m 40s
  Graveguard Helmet Sacrifice: Restores 25% of total health of an ally, and reduces your own health by 15% of total health. Cannot be cast on self. 0 Instant 9m 50s
  Demon Helmet Hush: Every 5 spell attacks, your next normal attacks will silence the enemy for 1.74s - - - -
  Judicator Helmet Electric Discharge: Creates an electrical loop, which expands into a 11m radius around the caster. The area stuns enemies for 1.9s and deals 51 damage. 0 Instant Self 45s

Note: numerical values are based on gear with 1060 item power.

Plate Armor

Universal Abilities


Plate Armor
Energy Cost 0 While not engaged in combat, rest while channeling for 12s.

Restore 6% of your Max Health (not affected by your Healing Cast modifier) and 5% of your Max Energy every 1s.

Cast Time channeled
Range self
Cooldown 30s

Plate Armor
Energy Cost 25 Taunt the targeted enemy.

If target is a mob:

Makes you the highest-priority target.

Increases your Threat by 200 towards any mob within a 5m radius around you.

If target is a player:

Increases all damage you deal by 10%, but decreases your Defenses by 9.091% for 3s.

Cast Time Instant
Range 11m
Cooldown 10s


Passive abilities


Plate Armor
Energy Cost - Incoming damage is reduced by 2.439%
Cast Time -
Range -
Cooldown -

Autority


Plate Armor
Energy Cost - Increases your resistances to CC effects by 0.2 on all Plate Armors. Tenacity on all Plate Shoes and Helmets will increase your CC resistance to 0.1.
Cast Time -
Range -
Cooldown -

Plate Armor
Energy Cost - Normal attacks apply a debuff on mobs, which reduces max health by 12% (This effect cannot be stacked, and has no effect against players.)
Cast Time -
Range -
Cooldown -

Plate Armor
Energy Cost - Increases Threat Generation by 300%
Cast Time -
Range -
Cooldown -


Unique Abilities

Armor Unique spell Energy Cost Cast Time Range Cooldown
  Soldier Armor Fury: Once unleashed, you get a 7% damage bonus and a 4% Crowd Control duration bonus every time you take damage (charges up to 10 times). This spell lasts for 10s. 28 Instant Self 30s
  Knight Armor Wind Wall: Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. 36 Instant 5m 30s
  Guardian Armor Enfeeble Aura: Creates a 7m aura around you that lasts for 5 seconds. All enemies inside it will do 60% less damage, and be slowed by 15%. The aura also reveals invisible enemies. 25 Instant Self 30s
  Royal Armor Energy Drain: A 6m radius energy-draining aura surround you for 8s. You and up to 5 allies will steal 9 energy per second from each enemy inside the aura. 25 Instant Self 1m
  Graveguard Armor Soul Chain: Attach a chain to an enemy. After 3s the enemy will be pulled to your position. However, if the enemy is more than 30m away from you, the chain will break and the enemy won't be pulled. 28 Instant 2m 40s
  Demon Armor Protection of the Fiends: While channeling, you and allies in a 7m radius reflect 50% of incoming damage. Your resistances are decreased by 93, while your allies' resistances are increased by 117. The channel last up to 6s and can't be interrupted by enemies. 30 Moving Channel 15m 40s
  Judicator Armor Force Shield: Creates a Force Shield on the ground. It increases resistances by 87 and healing received by 30% for up to 10 allies. The shield has a 7m radius and lasts for 8s. 20 Instant Self 50s

Note: numerical values are based on gear with 1060 item power.

Plate Boots

Universal Abilities


Plate Armor
Energy Cost 0 Increases your move speed by 60% for 7s, Good for traveling and gathering.
Cast Time instant
Range self
Cooldown 30s

Plate Armor
Energy Cost 0 Start to Sprint, Increasing your Move Speed by 80% and healing you for 124 health every second, for 5 seconds.
Cast Time instant
Range self
Cooldown 30s


Passive abilities


Plate Armor
Energy Cost - Increases your maximum carry load by 108 kg.
Cast Time -
Range -
Cooldown -

Plate Armor
Energy Cost - Incoming damage is reduced by 2.439%
Cast Time -
Range -
Cooldown -

Plate Armor
Energy Cost - Increases your CC resistance to 0.1.
Cast Time -
Range -
Cooldown -

Plate Armor
Energy Cost - Increases your resistances to CC effects by 0.2 on all Plate Armors. Tenacity on all Plate Shoes and Helmets will increase your CC resistance to 0.1.
Cast Time -
Range -
Cooldown -


Unique Abilities

Boot Unique spell Energy Cost Cast Time Range Cooldown
  Soldier Boots Wanderlust: Every second your movement speed increases by 10%. (Stacks up to 8 times.) This effect lasts for 16s. 0 Instant Self 1m
  Knight Boots Shield Charge: Charge toward a target (ally or enemy), After the charge you apply shield on yourself and allies in close proximity. The shield absorbs 558 damage, and lasts for 3s. 0 Instant 15m 25s
  Guardian Boots Giant: Grow to a giant for 8s. During that time, your max and current health are temporarily doubled, and your move speed is increased by 25%. (This effect can't be purged) 0 Instant Self 1m
  Royal Boots Royal March: March to a ground target destination. While marching, you stack up resistances and movement speed. Each stack reduces incoming damage by 1.961%, and increases movement speed by 6%, for 8s. (Max 10 stacks). The effect is only activated if you reach your destination without interruption. 0 Instant 10m 30s
  Graveguard Boots Battle Frenzy: Increases your movement speed by 40% and makes you immune to any movement-impairing effects for 5s. Does not make you immune to forced movement effects like knockbacks. 0 Instant Self 30s
  Demon Boots Vengeful Sprint: Your damage and move speed is increased for 6s. Each stack grants 4% additional damage and 20% speed increase. The less health you have upon activation, the more stacks you gain. (max 8 stacks) 0 Instant Self 30s
  Judicator Boots Elbow Smash: Charge towards a ground location. All enemies within a 4m radius of the impact location are knocked down for 0.8s, ignoring Crowd Control Resistance. 0 Instant 11m 30s

Note: numerical values are based on gear with 1060 item power.