Armor (Reference)

Armor Tier Base Thresholds Armor Score Armor Slots Feature
Chainmail Armor 1 7 / 15 4 4 Heavy: -1 to Evasion
Full Plate Armor 1 8 / 17 4 4 Very Heavy: -2 to Evasion; -1 to Agility
Gambeson Armor 1 5 / 11 3 3 Flexible: +1 to Evasion
Leather Armor 1 6 / 13 3 3
Elundrian Chain Armor 2 9 / 21 4 4 Warded: You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds.
Harrowbone Armor 2 9 / 21 4 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 2 11 / 24 5 5 Heavy: -1 to Evasion
Improved Full Plate Armor 2 13 / 28 5 5 Very Heavy: -2 to Evasion; -1 to Agility
Improved Gambeson Armor 2 7 / 16 4 4 Flexible: +1 to Evasion
Improved Leather Armor 2 9 / 20 4 4
Irontree Breastplate Armor 2 9 / 20 4 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 2 11 / 23 5 5 Hopeful: When you would spend a Hope, you can mark an Armor Slot instead.
Runetan Floating Armor 2 9 / 20 4 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 2 8 / 18 5 5 Quiet: You gain a +2 bonus to rolls you make to move silently.
Advanced Chainmail Armor 3 13 / 31 6 6 Heavy: -1 to Evasion
Advanced Full Plate Armor 3 15 / 35 6 6 Very Heavy: -2 to Evasion; -1 to Agility
Advanced Gambeson Armor 3 9 / 23 5 5 Flexible: +1 to Evasion
Advanced Leather Armor 3 11 / 27 5 5
Bellamoi Fine Armor 3 11 / 27 5 5 Gilded: +1 to Presence
Bladefare Armor 3 16 / 39 6 6 Physical: You can't mark an Armor Slot to reduce magic damage.
Dragonscale Armor 3 11 / 27 5 5 Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress.
Monett's Cloak 3 16 / 39 6 6 Magic: You can't mark an Armor Slot to reduce physical damage.
Runes of Fortification 3 17 / 43 6 6 Painful: Each time you mark an Armor Slot, you must mark a Stress.
Spiked Plate Armor 3 10 / 25 5 5 Sharp: On a successful attack against a target within Melee range, add a d4 to the damage roll.
Channeling Armor 4 13 / 36 5 5 Channeling: +1 to Spellcast Rolls
Dunamis Silkchain 4 13 / 36 7 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 4 13 / 36 6 6 Burning: When an adversary attacks you within Melee range, they mark a Stress.
Full Fortified Armor 4 15 / 40 4 4 Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one.
Legendary Chainmail Armor 4 15 / 40 7 7 Heavy: -1 to Evasion
Legendary Full Plate Armor 4 17 / 44 7 7 Very Heavy: -2 to Evasion; -1 to Agility
Legendary Gambeson Armor 4 11 / 32 6 6 Flexible: +1 to Evasion
Legendary Leather Armor 4 13 / 36 6 6
Savior Chainmail 4 18 / 48 8 8 Difficult: -1 to all character traits and Evasion
Veritas Opal Armor 4 13 / 36 6 6 Truthseeking: This armor glows when another creature within Close range tells a lie.