Master's Soldier Armor

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Master's Soldier Armor

Description
Equipment Item, Plate Armors offer high defense, but are low on offense.
Type
Armor
Tier
6
Weight
7.6 kg
Item value
1024

General Information

The Master's Soldier Armor is a Tier 6 Plate Armor which may be obtained by crafting or via the Market Place.

There are three options for the R spell slot: Mend Wounds (Fifth), Taunt (Fifth) and Fury (Fifth)

There are four options for the passive slot: Toughness (Passive), Authority (Passive), and Tenacity (Passive)  

Additionally, the Master's Soldier Armor has +10% to Physical and Magic Attack Bonus, as well as a +10% to Physical and Magical Ability Bonus

There are two options for the secondary passive slot: Spirit Crush (Passive) and Protective Instinct (Passive)

The Master's Soldier Armor may have different Item Quality ranging from Normal to Masterpiece

The Master's Soldier Armor Item Quality may be increased at a Repair Station for a fee

Crafting Requirements

In order to craft the Master's Soldier Armor, players will need the following materials:

Tier 6.0 Soldier Armor Recipe
Item Name Quantity
  Runite Steel Bar 16
Produces 1 x   Master's Soldier Armor
Tier 6.1 Soldier Armor Recipe
Item Name Quantity
  Uncommon Runite Steel Bar 16
Produces 1 x   Master's Soldier Armor
Tier 6.2 Soldier Armor Recipe
Item Name Quantity
  Rare Runite Steel Bar 16
Produces 1 x   Master's Soldier Armor
Tier 6.3 Soldier Armor Recipe
Item Name Quantity
  Exceptional Runite Steel Bar 16
Produces 1 x   Master's Soldier Armor

Stats

Master's Soldier Armor
Item Quality Tier Item Power Armor Magical Resistance Max Hit Points Max Energy CC resistance Damage and Healing Bonus Hit Points Regeneration (Bonus +150%) Energy Regeneration (Bonus +4%) CC duration bonus
Normal 6.0 900 217 177 414 36 129 10% 4.1/s 0.45/s 40%
Good 6.0 920 219 178 426 37 132 10% 4.3/s 0.47/s 40%
Outstanding 6.0 940 221 180 438 38 134 10% 4.4/s 0.48/s 40%
Excellent 6.0 960 223 182 450 40 137 10% 4.5/s 0.5/s 40%
Masterpiece 6.0 1000 227 185 475 42 142 10% 4.7/s 0.53/s 40%
Normal 6.1 1000 227 185 475 42 142 10% 4.7/s 0.53/s 40%
Good 6.1 1020 229 187 487 43 145 10% 4.9/s 0.54/s 40%
Outstanding 6.1 1040 230 188 500 45 148 10% 5/s 0.56/s 40%
Excellent 6.1 1060 232 190 513 46 150 10% 5.1/s 0.58/s 40%
Masterpiece 6.1 1100 236 193 539 49 156 10% 5.4/s 0.61/s 40%
Normal 6.2 1100 236 193 539 49 156 10% 5.4/s 0.61/s 40%
Good 6.2 1120 238 195 552 50 159 10% 5.5/s 0.63/s 40%
Outstanding 6.2 1140 240 197 566 52 162 10% 5.7/s 0.65/s 40%
Excellent 6.2 1160 242 199 580 53 165 10% 5.8/s 0.66/s 40%
Masterpiece 6.2 1200 246 202 607 56 170 10% 6.1/s 0.7/s 40%
Normal 6.3 1200 246 202 607 56 170 10% 6.1/s 0.7/s 40%
Good 6.3 1220 249 204 621 58 173 10% 6.2/s 0.72/s 40%
Outstanding 6.3 1240 251 206 636 59 176 10% 6.4/s 0.74/s 40%
Excellent 6.3 1260 253 208 650 61 179 10% 6.5/s 0.76/s 40%
Masterpiece 6.3 1300 257 211 680 64 186 10% 6.8/s 0.8/s 40%

Additional Plate Armor Families

Families are split at tier 4 and above.

Plate Armor Weapon Families

Additional Tiers of Soldier Armor

Tiers of Soldier Armor

Gallery

Related Patch Notes

Patch LinkDatePatch NamePatch Notes
28 July 2021Call to Arms Patch 9Armors

Energy Drain (Royal Armor) no longer steals enemy energy. While energy management should be an important part of the game, fights with energy-draining comps are not very fun for the receiving end. Energy Drain will thus now be a purely supportive ability that generates Energy for the user and allies, and be renamed Energy Source.

  • Energy Drain (Royal Armor):
    • Reworked the ability, it is now called Energy Source and no longer reduces enemy energy
31 May 2021Call to Arms Patch 5/6 & Hotfix 6.1Armors

All Armors in the game (cloth, leather, plate, and gathering gear) now have a Health Regeneration Bonus of 150% regardless of armor type:

  • Scholar Robe, Royal Robe, Druid Robe: 80% → 150%
  • Cleric Robe, Fiend Robe: 70% → 150%
  • Mage Robe, Cultist Robe, Robe of Purity: 60% → 150%
  • Mercenary Jacket, Royal Jacket, Stalker Jacket: 150% → 150%
  • Hunter Jacket, Hellion Jacket: 140% → 150%
  • Assassin Jacket, Specter Jacket, Jacket of Tenacity: 130% → 150%
  • Soldier Armor, Royal Armor, Graveguard Armor : 200% → 150%
  • Knight Armor, Demon Armor: 210% → 150%
  • Guardian Armor, Judicator Armor, Armor of Valor: 220% → 150%
6 May 2021Call to Arms Patch 4 (Balance Patch)Armors

Self Ignition's spell logic was reworked to improve server performance, which also limited the number of enemies it could hit. As a result, it now deals damage even when the caster is shielded or invulnerable. The general damage was thus reduced. Additionally, to make it more effective in Item Power-dependent settings, it now uses a percent of the enemy’s max health to determine damage instead of a flat value.

Force Shield was very strong for tanks in 5v5, which also gave frontlines too much survivability. The resistances from the area were thus slightly reduced.

Life Steal Aura is another Quality of Life change to make the ability feel more fluid.

  • Life Steal Aura (Hellion Jacket):
    • Hit Delay: 0.2s → 0s
    • Standtime: 0.4s → 0s
  • Self Ignition (Specter Jacket):
    • Area now affects up to 5 enemies
    • Area now keeps damaging enemies even if the caster is invulnerable or shielded
    • Burn Damage vs Players: 66 true damage → 2% of enemy's max health
    • Burn Damage vs mounted players is now the same as against mobs (no percent-based damage)
    • Hit Delay: 0.4s → 0.3s
    • Standtime: 0.6s → 0.5s
  • Force Shield (Judicator Armor):
    • Resistance Increase: 0.28 → 0.25
17 March 2021Call to Arms Update
  • Energy Emission (Robe of Purity):
    • Cooldown: 30s → 40s
  • Self Ignition (Specter Jacket):
    • The True Damage to enemies now ignores any damage modifiers
    • True Damage to enemies: 45 → 66
  • Requite (Armor of Valor):
    • Channel Duration: 3s → 2s
  • 2 February 2021Rise of Avalon Patch 13 (Balance Patch)Armors
    • Force Shield (Judicator Armor):
      • Resistance increase: 0.32 → 0.28
    • Requite (Armor of Valor):
      • Reflected Damage: 50 → 46
    2 December 2020Rise of Avalon Patch 10 and Hotfix 10.1Armors
    • Magic Rune (Royal Robe):
      • Cooldown: 60s→ 40s
      • Buff Duration after leaving area: 2s→ 5s
      • Hit Delay: 0.4s→ 0s
      • Standtime: 0.4s→ 0s
    • Energy Drain (Royal Armor):
      • Cooldown: 60s→ 30s
      • Hit Delay: 0.4s→ 0s
      • Standtime: 0.6s→ 0s
      • Duration: 8s→ 6s
      • Enemy Energy loss per second: 3.6→ 2.5
      • Ally Energy gain per second: 3.6→ 5
      • Stolen energy is now distributed to allies within 15m
    21 October 2020Rise of Avalon Patch 7 / Brimstone & Mist Midseason Update and Hotfix 7.1Armors
    • Mend Wounds (all armors):
      • Healing value is now independent of any heal modifiers
      • Heal per tick: 5% → 6%
    • Levitate (Cultist Robe):
      • Healing value is now independent of any heal modifiers
      • Heal per tick: 5% → 7.5%
    • Life Steal Aura (Hellion Jacket):
      • Now limited to hitting a maximum of 5 enemies per tick
    27 August 2020Rise of Avalon Patch 2Armors
    • Everlasting Spirit (Cleric Robe):
      • Activation phase no longer counts as a buff and thus can't be purged
    • Purging Shield (Mage Robe):
      • The purge now is only activated by direct damage, either by an ability or auto attack
      • DoTs or Reflected Damage no longer trigger the purge
    12 August 2020Rise of Avalon Update and Hotfix 1, 2
  • Purging Shield (Mage Robe):
    • Duration: 5s → 4s
  • Obsessive Burst (Druid Robe):
    • Max Stack: 8 → 6
    • Buff strength per stack: 7% → 6%
    • Cooldown: 60s → 45s
  • Levitate (Cultist Robe):
    • Removed the physical damage immunity
    • Instead, physical and magic resistance are increased by 0.50 during the channel
    • The channel duration is now also reduced when taking damage
    • Added a 0.5s delay before the first tick
    • Tick Interval: 0.5s → 1s
    • Healing and Energy per tick: 3% → 5%
    • Number of ticks: 10 → 5
  • Taunt (all Plate Armors):
    • Bonus Damage when used on players: 30% → 10%
    • Resistance Reduction when used on players: -20% → -10%
  • Requite (Armor of Valor):
    • The effect no longer stacks
    • Removed the Healing Reduction debuff
    • Instead, the reflect now silences enemies for 2s and slows them by 20% for 3s
    • Removed the DoT; instead, every reflect deals 50 damage directly
    • Channel Duration: 7s → 3s
  • 15 July 2020Queen Patch 16Armors
    • Self Ignition (Specter Jacket):
      • Burn Aura can no longer be stacked, meaning a maximum of 1 aura applies to any given target
      • Self Damage per tick: 3% of max health → 2% of max health
    19 May 2020Queen Patch 12 (Season 9 Balance Patch) and Hotfix 12.1Armors
    • Ice Block (Cleric Cowl):
      • While enclosed in Ice Block, incoming Healing reduced by 50%
    • Purifying Smoke (Helmet of Valor):
      • Hit Delay: 1s → 0.7s
      • Standtime: 0.4s → 0s
    • Premonition (Boots of Valor):
      • Triggering the cleanse now also grants 4s immunity to stun, root and slow
    25 March 2020Queen Patch 8Armors
    • Fear Aura (Fiend Robe):
      • Channel Duration: 4s → 3s
    • Levitate (Cultist Robe):
      • Heal per Tick 4% → 3%
      • Energy per Tick 4% → 3%
    • Energy Emission (Robe of Purity):
      • Duration: 7s → 5s
    • Requite (Armor of Valor):
      • The channel is now uninterruptible
    19 February 2020Queen Patch 4
  • Avalonian Armors now change appearance as their tier increases (T4-T8)
  • 18 September 2019Percival Patch 5 (Midseason Patch)Armors
    • Crowd Control Resistance Factors modified as follows:
      • Scholar Robe 0.00 → 0.24
      • Cleric Robe 0.00 → 0.22
      • Mage Robe 0.00 → 0.20
      • Mercenary Jacket 0.20 → 0.30
      • Hunter Jacket 0.15 → 0.28
      • Assassin Jacket 0.10 → 0.26
      • Soldier Armor 0.40 → 0.40 (unchanged)
      • Knight Armor 0.45 → 0.45 (unchanged)
    • Taunt (all Plate Armors) reworked as follows:
      • When used against Creatures: Makes you the target of that creature
      • When used against Players: Increases your Damage by 30% and reduces your defense by 20% for 3s
    • Everlasting Spirit (Cleric Robe):
      • Cooldown: 60s → 50s
    • Tenacity (on all Plate Armors):
      • CC Resistance Increase: +0.1 → +0.2
    • Tenacity (on all Plate Shoes & Helmets):
      • CC Resistance Increase: +0.05 → +0.1
    10 July 2019Percival UpdateArmors
    • Frost Shield (all Cloth Armors):
      • Cooldown: 60s → 40s
    • Inferno Shield (all Leather Armors):
      • Cooldown: 60s → 40s
    • Life Steal Aura (Hellion Jacket):
      • Now the lower the health of the caster, the more damage the aura deals to enemies. Caster now steals 100% of damage dealt.
        • Min Damage: 20
        • Max Damage: 40
    • Fury (Soldier Armor):
      • Cooldown: 30s → 40s
    9 May 2019Oberon Patch 5 (Midseason Patch)Armors
    • Haste (Hunter Jacket):
      • Damage Increase: 10% → 20%
    • Electric Field (Stalker Jacket):
      • Cooldown 60s → 45s
    • Life Steal Aura (Hellion Jacket):
      • Minimum Heal: 7.02 → 8.80
      • Maximum Heal: 23.09 → 29.9
    • Fury (Soldier Armor):
      • CC Duration increase per stack: 7% -> 4%
    20 February 2019Nimue Balance Patch (Patch #7)Armors
    • Purging Shield (Mage Robe)
      • Cooldown: 60s → 45s
      • Duration: 6s → 5s
      • Energy Cost: 12 → 10
    • Life Steal Aura (Hellion Jacket)
      • Now also increases Healing Received by 10%
      • Duration: 10s → 8s
    • Windwall (Knight Armor)
      • Cooldown: 40s → 30s
    • Force Shield (Judicator Armor)
      • Resistance Increase Factor: 0.35 → 0.32
    28 January 2019Nimue Patch #6
  • Royal Armor can now be enchanted with the corresponding Runes, Souls, and Relics
  • 21 November 2018Nimue UpdateArmors
    • Removed the spell Berserker (Mage Robe)
    • Added the spell Purging Shield (Mage Robe)
      • Creates a purging shield on you. Increases your resistances for 6s. While the shield is active, enemies lose all buffs whenever they damage you. (Does not remove enemy heal effects)
      • (Cooldown: 60s)
    • Electric Field (Stalker Jacket)
      • Damage: 24.42 → 26.70
      • Hit Delay: 0.4s → 0s
      • Standtime: 0.6s → 0s
    • Force Field (Judicator Armor)
      • Increased Healing: 35% → 30%
    26 September 2018Merlyn Preseason Balance PatchArmors:
    • Royal Banner (Royal Jacket)
      • Standtime: 0.6s → 0.2s
    • Fury (Soldier Armor)
      • Damage Increase: 10% → 7%
      • CC Duration Increase: 6% → 7%
    • Wind Wall (Knight Armor)
      • Cooldown: 50s → 40s
    • Protection of the Fiends (Demon Armor)
      • Max targets: unlimited → 10
      • Reflected Damage: 60% → 50%
    • Force Shield (Judicator Armor)
      • Cooldown: 40s → 50s
      • Resistance increase: 0.4 → 0.35
    8 August 2018Merlyn Patch #1Armors
    • Mercenary Jacket:
      • CC Resistance Factor: 0.1 -> 0.2
    • Assassin Jacket:
      • CC Resistance Factor: 0.2 -> 0.1
    20 June 2018Lancelot Patch #9Armors
    • Speed Caster (Scholar Robe)
      • Energy Cost Reduction: 40% → 70%
    • Obsessive Burst (Druid Robe)
      • Damage and Heal Power Increase per Stack: 8% → 7%
    • Self Ignition (Specter Jacket)
      • Can't be purged anymore
    • Fury (Soldier Armor)
      • Increased CC Duration per stack: 10% → 6%
    • Force Shield (Judicator Armor)
      • Healing Received Increase: 50% → 35%
    6 June 2018Lancelot Patch #8
  • Relic armors have now been added to the overall loot tables, meaning the Black Market will now buy these items and redistribute them to open-world mobs.
  • 2 May 2018Lancelot Midseason PatchArmors
    • Fear Aura:
      • Stepping in the area now always inflicts Fear for 1s (ignoring CC Resistance)
      • It also makes the target immune to the area for 1.2s (giving an opportunity to activate a spell before receiving Fear effect multiple times)
    • Force Shield:
      • Cooldown: 30s -> 40s
      • Resistance Increase: 0.5 -> 0.4
    5 April 2018Lancelot Patch #3
  • Plate Armors:
    • Removed the Threat Regeneration Bonuses
    • Added a second Passive Slot where one of the following options can be chosen:
      • Normal attacks apply a debuff on mobs, which reduces max health by 12% (this effect can't be stacked)
      • Threat Generation increased by 300%
    • T2 & T3 Plate Armor: Replaced Taunt with Fury to improve the early game experience
  • 12 March 2018Lancelot UpdateArmors:
    • Ambush:
      • Max Damage Increase: 50% -> 40%
    • Scholar Robe*
      • Health Regeneration Bonus: 0% -> 80%
    • Cleric Robe*
      • Health Regeneration Bonus: 0% -> 70%
    • Mage Robe*
      • Health Regeneration Bonus: 0% -> 60%
    • Mercenary Jacket*
      • Health Regeneration Bonus: 0% -> 150%
    • Hunter Jacket*
      • Health Regeneration Bonus: 0% -> 140%
    • Assassin Jacket*
      • Health Regeneration Bonus: 0% -> 130%
    • Soldier Armor*
      • Health Regeneration Bonus: 200% -> 200%
    • Knight Armor*
      • Health Regeneration Bonus: 200% -> 210%
    • Guardian Armor*
      • Health Regeneration Bonus: 200% -> 220%
    • Gatherer Gear
      • Health Regeneration Bonus: 15% -> 215% *also applies to Artifact Armors with the same stats
    12 March 2018Lancelot UpdateLancelot will bring Level 3 Artifact Armor sets to accompany the Level 3 weapons already in the game. These will mix offensive, defensive, and utility spells to add new depth to combat, for a total of nine new spells.
    6 December 2017Kay UpdateArmors:
    • Taunt:
      • Additional aggro creation around the caster: 100 -> 200
    • Inferno Shield:
      • Armor increase: 0.30 -> 0.25
    27 September 2017Joseph Update
  • Additional Crowd Control Duration Factor:
    • Mercenary Jacket: 10% -> 20%
    • Assassin Jacket: 20% -> 10%
    • Soldier Armor: 50% -> 40%
    • Guardian Armor: 40% -> 50%
  • 27 September 2017Joseph Update
    • Plate Armors Now have an additional 200% Health Regen Bonus out of combat
    • Threat Bonus Factors:
      • Soldier Armor: 1.4 -> 4
      • Knight Armor: 1.45 -> 4.25
      • Guardian Armor: 1.5 -> 4.5
      • Removed the Threat Bonus from all Cloth- & Leather Armor