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While Light Armor focuses on speed and mobility, and Medium Armor focuses on dealing damage and stamina restoration, Heavy Armor focuses on damage resistance, shrugging off attacks that would cripple or give serious pause to others. While you are lacking in mobility and stamina, what do you need from those when you become the last one standing, unbroken?

Increase your skill in Heavy Armor by mitigating damage when struck by enemies.

Below is the list of all Heavy Armor abilities to date:


Heavy-resilience1
Heavy Armor Resilience

This passive ability tree allows you to improve your resistance to critical hits while wearing heavy armor. From here, you can also specialize to lessen the burden of wearing heavy armor, or to train in methods to reduce damage taken from elemental sources - many a bane of a heavy armor user.


Heavy Armor Resilience (I)

Prerequisites: Heavy Armor (20)

Required For: Heavy Armor Resilience (II)

In a full set of heavy armor your critical hit immunity is increased by +5%.


Heavy Armor Resilience (II)

Prerequisites: Heavy Armor (40), Heavy Armor Resilience (I)

Required For: Heavy Armor Endurance (III), Heavy Armor Absorption (III)

In a full set of heavy armor your critical hit immunity is increased by +10%.


Heavy Armor Endurance


Heavy Armor Endurance (III)

Prerequisites: Heavy Armor (60), Heavy Armor Resilience (II)

Required For: Heavy Armor Endurance (IV)

In a full set of heavy armor your critical hit immunity is increased by +15% and your heavy armor stamina penalty is decreased by 10%.


Heavy Armor Endurance (IV)

Prerequisites: Heavy Armor (80), Heavy Armor Endurance (III)

Required For: Heavy Armor Endurance (V)

In a full set of heavy armor your critical hit immunity is increased by +20% and your heavy armor stamina penalty is decreased by 20%.


Heavy Armor Endurance (V)

Prerequisites: Heavy Armor (100), Heavy Armor Endurance (IV)

In a full set of heavy armor your critical hit immunity is increased by +25% and your heavy armor stamina penalty is decreased by 30%.


Heavy Armor Absorption


Heavy Armor Absorption (III)

Prerequisites: Heavy Armor (60), Heavy Armor Resilience (II)

Required For: Heavy Armor Absorption (IV)

In a full set of heavy armor your critical hit immunity is increased by +15% and you take 5% less elemental damage.


Heavy Armor Absorption (IV)

Prerequisites: Heavy Armor (80), Heavy Armor Absorption (III)

Required For: Heavy Armor Absorption (V)

In a full set of heavy armor your critical hit immunity is increased by +20% and you take 10% less elemental damage.


Heavy Armor Absorption (V)

Prerequisites: Heavy Armor (100), Heavy Armor Absorption (IV)

In a full set of heavy armor your critical hit immunity is increased by +25% and you take 15% less elemental damage.


Heavy-defense1
Heavy Armor Defense

When wearing heavy armor, this passive ability tree will help you absorb blows more consistently. Branch to stand fast against staggering blows, or to learn techniques that reduce the likelihood of suffering bleeding wounds from attacks.


Heavy Armor Defense (I)

Prerequisites: Heavy Armor (10)

Required For: Heavy Armor Defense (II)

In a full set of heavy armor you gain +1 to Armor and Minimum Armor.


Heavy Armor Defense (II)

Prerequisites: Heavy Armor (30), Heavy Armor Defense (I)

Required For: Heavy Armor Balance (III), Heavy Armor Fortitude (III)

In a full set of heavy armor you gain +2 to Armor and Minimum Armor.


Heavy Armor Balance


Heavy Armor Balance (III)

Prerequisites: Heavy Armor (50), Heavy Armor Defense (II)

Required For: Heavy Armor Balance (IV)

In a full set of heavy armor you gain +3 to Armor and Minimum Armor and your knockdown resistance is increased by +1.


Heavy Armor Balance (IV)

Prerequisites: Heavy Armor (70), Heavy Armor Balance (III)

Required For: Heavy Armor Balance (V)

In a full set of heavy armor you gain +4 to Armor and Minimum Armor and your knockdown resistance is increased by +2.


Heavy Armor Balance (V)

Prerequisites: Heavy Armor (90), Heavy Armor Balance (IV)

In a full set of heavy armor you gain +5 to Armor and Minimum Armor and your knockdown resistance is increased by +3.


Heavy Armor Fortitude


Heavy Armor Fortitude (III)

Prerequisites: Heavy Armor (50), Heavy Armor Defense (II)

Required For: Heavy Armor Fortitude (IV)

In a full set of heavy armor you gain +3 to Armor and Minimum Armor and 5% resistance to wounding damage.


Heavy Armor Fortitude (IV)

Prerequisites: Heavy Armor (70), Heavy Armor Fortitude (III)

Required For: Heavy Armor Fortitude (V)

In a full set of heavy armor you gain +4 to Armor and Minimum Armor and 10% resistance to wounding damage.


Heavy Armor Fortitude (V)

Prerequisites: Heavy Armor (90), Heavy Armor Fortitude (IV)

In a full set of heavy armor you gain +5 to Armor and Minimum Armor and 15% resistance to wounding damage.


Heavy-taunt1
Taunt

When you are having a difficult time keeping your more vulnerable teammates safe, a well-placed taunt will bring an enemy attacking them to turn on you in a blind rage, and investment into this tree will allow you to provoke multiple enemies or further debilitate the foe you have taunted. Unfortunately, this ability tree would also make you a poor drinking partner.


Taunt (I)

Prerequisites: Heavy Armor (1)

Stamina Cost: 25

Required For: Taunt (II)

The target foe makes you its attack target and takes a -1 penalty to its Dodge bonus for two rounds.


Taunt (II)

Prerequisites: Heavy Armor (20), Taunt (I)

Stamina Cost: 25

Required For: Group Taunt (III), Vicious Taunt (III)

The target foe makes you its attack target and takes a -1 penalty to its attack rolls and Dodge bonus for two rounds.


Group Taunt


Group Taunt (III)

Prerequisites: Heavy Armor (40), Taunt (II)

Stamina Cost: 35

Required For: Group Taunt (IV)

Up to two nearby enemies switch to attacking you and take a -1 penalty to attack rolls and Dodge bonus for two rounds.


Group Taunt (IV)

Prerequisites: Heavy Armor (60), Group Taunt (III)

Stamina Cost: 40

Required For: Extended Taunt (V), Emboldened Taunt (V)

Up to three nearby enemies switch to attacking you and take a -1 penalty to attack rolls and Dodge bonus for two rounds.


Extended Taunt (V)

Prerequisites: Heavy Armor (80), Group Taunt (IV)

Stamina Cost: 45

Up to three nearby enemies switch to attacking you and take a -1 penalty to attack rolls and Dodge bonus for three rounds.


Emboldened Taunt (V)

Prerequisites: Heavy Armor (80), Group Taunt (IV)

Stamina Cost: 60

Up to ten nearby enemies switch to attacking you. For each enemy you taunt, you gain a +1 bonus to attack, damage, and knockdown resistance for two rounds.


Vicious Taunt


Vicious Taunt(III)

Prerequisites: Heavy Armor (40), Taunt (II)

Stamina Cost: 30

Required For: Vicious Taunt (IV)

The target foe makes you its attack target and takes a -2 penalty to its attack rolls and Dodge bonus for two rounds.


Vicious Taunt (IV)

Prerequisites: Heavy Armor (60), Vicious Taunt (III)

Stamina Cost: 30

Required For: Overconfident Taunt (V), Crushing Taunt (V)

The target foe makes you its attack target and takes a -2 penalty to its attack rolls and Dodge bonus for two rounds.


Overconfident Taunt (V)

Prerequisites: Heavy Armor (80), Vicious Taunt (IV)

Stamina Cost: 30

The target foe makes you its attack target and takes a -2 penalty to its attack rolls and Dodge bonus for two rounds. If your target has twice as many Hit Points as you do or more, the penalties are increased to -4 attack and Dodge bonus.


Crushing Taunt (V)

Prerequisites: Heavy Armor (80), Vicious Taunt (IV)

Stamina Cost: 30

The target foe makes you its attack target and takes a -2 penalty to its attack rolls and Dodge bonus for two rounds. If your target has half as many Hit Points as you do or fewer, the penalties are increased to -4 attack and Dodge bonus.


Heavy-immovable1
Immovable

Stand fast and show your foes your unbreakable spirit. From here, you can choose to resist more damage, or sacrifice protection for offense.


Immovable (I)

Prerequisites: Heavy Armor (5)

Stamina Cost: 35

Cooldown: 30 seconds

Required For: Immovable (II)

For five rounds you gain a +5 bonus to Armor, a +1 resistance bonus against knockdown, and 5% resistance to wounding and explosion damage. You move at half speed during this time.


Immovable (II)

Prerequisites: Heavy Armor (25), Immovable (I)

Stamina Cost: 35

Cooldown: 30 seconds

Required For: Hold the Line (III), Juggernaut (III)

For five rounds you gain a +5 bonus to Armor, a +2 resistance bonus against knockdown, and 10% resistance to wounding and explosion damage. You move at half speed during this time.


Hold the Line


Hold the Line (III)

Prerequisites: Heavy Armor (45), Immovable (II)

Stamina Cost: 50

Cooldown: 30 seconds

Required For: Hold the Line (IV)

For five rounds you gain a +5 bonus to Armor, a +3 resistance bonus against knockdown, and 15% resistance to wounding and explosion damage. You resist 20% of damage and move at half speed during this time.


Hold the Line (IV)

Prerequisites: Heavy Armor (65), Hold the Line (III)

Stamina Cost: 55

Cooldown: 30 seconds

Required For: Hold the Line (V)

For five rounds you gain a +5 bonus to Armor, a +4 resistance bonus against knockdown, and 20% resistance to wounding and explosion damage. You resist 25% of damage and move at half speed during this time.


Hold the Line (V)

Prerequisites: Heavy Armor (85), Hold the Line (IV)

Stamina Cost: 60

Cooldown: 30 seconds

For five rounds you gain a +5 bonus to Armor, a +5 resistance bonus against knockdown, and 25% resistance to wounding and explosion damage. You resist 30% of damage and move at half speed during this time.


Juggernaut


Juggernaut (III)

Prerequisites: Heavy Armor (45), Immovable (II)

Stamina Cost: 50

Cooldown: 30 seconds

Required For: Juggernaut (IV)

For five rounds you gain a +5 bonus to Block, +3 resistance bonus against knockdown, and 15% resistance to wounding and explosion damage. You deal 20% more damage and move at 70% speed during this time.


Juggernaut (IV)

Prerequisites: Heavy Armor (65), Juggernaut (III)

Stamina Cost: 55

Cooldown: 30 seconds

Required For: Juggernaut (V)

For five rounds you gain a +5 bonus to Block, +4 resistance bonus against knockdown, and 20% resistance to wounding and explosion damage. You deal 25% more damage and move at 80% speed during this time.


Juggernaut (V)

Prerequisites: Heavy Armor (85), Juggernaut (IV)

Stamina Cost: 60

Cooldown: 30 seconds

For five rounds you gain a +5 bonus to Block, +5 resistance bonus against knockdown, and 25% resistance to wounding and explosion damage. You deal 30% more damage and move at 90% speed during this time.



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