Armor
Every armor has a name, base damage thresholds, and a base Armor Score. Some armor also has a feature.
- An armor's base armor score indicates how many Armor Slots it provides its wearer before additional bonuses are added to calculate their total Armor Score. A PC's Armor Score can't exceed 12.
- An armor's base thresholds determine its wearer's Major and Severe damage thresholds before adding bonuses to calculate their final damage thresholds. When recording your character's damage thresholds in the "Damage & Health" section of your character sheet, you always add your character's level to those values.
- An armor's feature is a special rule that stays in effect while the armor is equipped.
While unarmored, your character's base Armor Score is 0, their Major threshold is equal to their level, and their Severe threshold is equal to twice their level.
Reducing Incoming Damage
When you take damage, you can mark one Armor Slot to reduce the severity of the damage by one threshold (Severe to Major, Major to Minor, Minor to Nothing). If your character has an Armor Score of 0, you can't mark Armor Slots. If an effect temporarily increases your Armor Score, it increases your available Armor Slots by the same amount; when the effect ends, so does the availability of these Armor Slots.
Armor Tables
Tier 1 (Level 1)
| Name | Base Thresholds | Base Score | Feature |
| Chainmail Armor | 7 / 15 | 4 | Heavy: -1 to Evasion |
| Full Plate Armor | 8 / 17 | 4 | Very Heavy: -2 to Evasion; -1 to Agility |
| Gambeson Armor | 5 / 11 | 3 | Flexible: +1 to Evasion |
| Leather Armor | 6 / 13 | 3 | — |
Tier 2 (Levels 2–4)
| Name | Base Thresholds | Base Score | Feature |
| Elundrian Chain Armor | 9 / 21 | 4 | Warded: You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds. |
| Harrowbone Armor | 9 / 21 | 4 | Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot. |
| Improved Chainmail Armor | 11 / 24 | 5 | Heavy: -1 to Evasion |
| Improved Full Plate Armor | 13 / 28 | 5 | Very Heavy: -2 to Evasion; -1 to Agility |
| Improved Gambeson Armor | 7 / 16 | 4 | Flexible: +1 to Evasion |
| Improved Leather Armor | 9 / 20 | 4 | — |
| Irontree Breastplate Armor | 9 / 20 | 4 | Reinforced: When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot. |
| Rosewild Armor | 11 / 23 | 5 | Hopeful: When you would spend a Hope, you can mark an Armor Slot instead. |
| Runetan Floating Armor | 9 / 20 | 4 | Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage. |
| Tyris Soft Armor | 8 / 18 | 5 | Quiet: You gain a +2 bonus to rolls you make to move silently. |
Tier 3 (Levels 5–7)
| Name | Base Thresholds | Base Score | Feature |
| Advanced Chainmail Armor | 13 / 31 | 6 | Heavy: -1 to Evasion |
| Advanced Full Plate Armor | 15 / 35 | 6 | Very Heavy: -2 to Evasion; -1 to Agility |
| Advanced Gambeson Armor | 9 / 23 | 5 | Flexible: +1 to Evasion |
| Advanced Leather Armor | 11 / 27 | 5 | — |
| Bellamoi Fine Armor | 11 / 27 | 5 | Gilded: +1 to Presence |
| Bladefare Armor | 16 / 39 | 6 | Physical: You can't mark an Armor Slot to reduce magic damage. |
| Dragonscale Armor | 11 / 27 | 5 | Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress. |
| Monett's Cloak | 16 / 39 | 6 | Magic: You can't mark an Armor Slot to reduce physical damage. |
| Runes of Fortification | 17 / 43 | 6 | Painful: Each time you mark an Armor Slot, you must mark a Stress. |
| Spiked Plate Armor | 10 / 25 | 5 | Sharp: On a successful attack against a target within Melee range, add a d4 to the damage roll. |
Tier 4 (Levels 8–10)
| Name | Base Thresholds | Base Score | Feature |
| Channeling Armor | 13 / 36 | 5 | Channeling: +1 to Spellcast Rolls |
| Dunamis Silkchain | 13 / 36 | 7 | Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack. |
| Emberwoven Armor | 13 / 36 | 6 | Burning: When an adversary attacks you within Melee range, they mark a Stress. |
| Full Fortified Armor | 15 / 40 | 4 | Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one. |
| Legendary Chainmail Armor | 15 / 40 | 7 | Heavy: -1 to Evasion |
| Legendary Full Plate Armor | 17 / 44 | 7 | Very Heavy: -2 to Evasion; -1 to Agility |
| Legendary Gambeson Armor | 11 / 32 | 6 | Flexible: +1 to Evasion |
| Legendary Leather Armor | 13 / 36 | 6 | — |
| Savior Chainmail | 18 / 48 | 8 | Difficult: -1 to all character traits and Evasion |
| Veritas Opal Armor | 13 / 36 | 6 | Truthseeking: This armor glows when another creature within Close range tells a lie. |