PyreStorm Codex
Armor: Difference between revisions
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Each armor type is designed to support different playstyles: | Each armor type is designed to support different playstyles: | ||
* '''Heavy Armor''' | * '''Heavy Armor''' Maximum defense and survivability. | ||
* '''Medium Armor''' | * '''Medium Armor''' Balanced offense, defense, and mobility. | ||
* '''Light Armor''' | * '''Light Armor''' Maximum mobility and damage potential. | ||
=== Disclaimer === | === Disclaimer === | ||
Armor statistics, bonuses, and balancing are currently in development and may change before or during Early Access. | Armor statistics, bonuses, and balancing are currently in development and may change before or during Early Access. | ||
Latest revision as of 18:57, 21 June 2026
Armor Types
Note: Armor types and their attributes are currently planned and may be adjusted during development and Early Access.
Heavy Armor
Heavy armor provides the highest level of protection and is designed for tank-oriented playstyles.
Features:
- Highest physical and defensive stats
- Increased survivability
- Best suited for frontline combat
- Lower mobility and movement speed
- Ideal for Sword and Shield and other tank builds
Medium Armor
Medium armor offers a balance between protection and mobility.
Features:
- Balanced defensive and offensive capabilities
- Moderate mobility
- Versatile for a variety of playstyles
- Suitable for hybrid and melee-focused builds
- Provides a mix of survivability and agility
Light Armor
Light armor prioritizes mobility and offensive potential over defense.
Features:
- Highest mobility and movement speed
- Lower defensive stats
- Ideal for ranged and magic-based combat
- Allows for quick repositioning during battle
- Commonly used by Bow and Elemental Staff users
Choosing an Armor Type
Each armor type is designed to support different playstyles:
- Heavy Armor Maximum defense and survivability.
- Medium Armor Balanced offense, defense, and mobility.
- Light Armor Maximum mobility and damage potential.
Disclaimer
Armor statistics, bonuses, and balancing are currently in development and may change before or during Early Access.