Project Zephyr Dungeons [EN]
  • 🎆Welcome to Zephyr Dungeons
  • The Project
    • 🥽Vision and Values
    • 🤝Meet the Team!
  • Game
    • 🌍Planet Zephyr
    • 🎮Gameplay
      • 🦸Heroes
        • Tank
          • Fighter
        • Healer
          • Priest
        • DPS
          • Rogue
        • Controller
          • Summoner
        • Multi-Role
          • Tank - Healer
            • Paladin
            • Druid
          • Healer - Controller
            • Bard
            • Shaman
          • DPS - Controller
            • Mage
            • Necromancer
          • DPS- Tank
            • Barbarian
            • Warlock
      • 🔎How to get your Hero.
        • Rescue
        • Hire Heroes
        • Marketplace
      • 📀Game Modes
        • Exploration Mode
        • Story Mode
        • PVP
      • 🗺️Places
        • Camps
          • Small Camp
          • Medium Camp
          • Big Camp
          • Huge Camp
        • Academy
        • Hospital
        • Hall of Eternity
        • Alchemy Lab
          • Iten Rarity Upgrade
          • Hero Rarity Upgrade
          • Attribute Upgrade
      • 📤Game Items
        • Wearable Items
          • Armor
          • Weapons
          • Jewelry
        • Consumable Items
          • Potions
          • Scrolls
      • Specializations
        • Fighter
        • Mage
        • Priest
        • Rogue
        • Paladin
      • 🫂Guild System
      • 🪓Income Tax
      • 💸Lottery
        • Lottery
        • Lucky Roulette
      • 🤑Token Withdrawal
    • 💲Tokenomics
      • Transfer Fee
      • Max Tokens Hold per Wallet
      • Max Token per Transaction
      • Pause
      • Cooldown
    • 🚧Game Development
    • 🛣️Project Roadmap
  • The Formal Stuff
    • 📧Contact Us
    • 🤷‍♀️FAQ
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  1. Game
  2. Gameplay
  3. Game Items
  4. Wearable Items

Armor

Armors will be split into types, like Light (it can be a Robe, Chain Shirt, or Leather) it doesn't matter the looks, the properties will be the same.

The damage absorption (1-4) means that it will be a random number between 1 to 4, the result, example 3, will be deducted from the damage done. As your weapon increases rarity, it will have a bonus like this (1-4)+X increasing the minimum damage absorved.

Small
Medium
Big

Common

1-4

1-6

1-8

Uncommon

(1-4)+2

(1-6)+2

(1-8)+2

Rare

(1-4)+4

(1-6)+4

(1-8)+4

Super Rare

(1-4)+6

(1-6)+6

(1-8)+6

Legendary

(1-4)+8

(1-6)+8

(1-8)+8

Epic

(1-4)+10

(1-6)+10

(1-8)+10

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Last updated 1 year ago

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