Amalur Wiki
Advertisement

All armor and accessories in Kingdoms of Amalur: Reckoning may have one of a number of general bonuses when found as loot. These bonuses are indicated by an adjective that replaces the quality and/or material of the armor piece.

Note: This is currently an incomplete list and is not exhaustive of all the possibilities available in Kingdoms of Amalur: Reckoning.

Bonus Effects[]

Extra Health[]

  • Squire's: +5 Health
  • Warrior's: +10 Health
  • Soldier's: +20 Health
  • Knight's: +30 Health
  • Cavalier's: +45 Health
  • Noble's: +60 Health
  • King's: +80 Health
  • Emperor's: +100 Health

Extra Added Health[]

  • Crusader's: +10% Health
  • Vindicator's: +12% Health
  • Paladin's: +14% Health
  • Templar's: +17% Health
  • Hero's: +20% Health

Extra Mana[]

  • Student's: +5 Mana
  • Apprentice's: +10 Mana
  • Prodigy's: +20 Mana
  • Scholar's: +30 Mana
  • Expert's: +45 Mana
  • Master's: +60 Mana
  • Savant's: +80 Mana
  • Sage's: +100 Mana

Extra Added Mana[]

  • Diviner's: +10% Mana
  • Harbinger's: +12% Mana
  • Augur's: +14% Mana
  • Mage's: +17% Mana
  • Oracle's: +20% Mana

Extra Health and Mana[]

  • Hearty: +20 Health, +20 Mana
  • Potent: +30 Health, +30 Mana
  • Robust: +45 Health, +45 Mana
  • Stout: +60 Health, +60 Mana
  • Vigorous: +80 Health, +80 Mana

Extra Armor[]

  • Sturdy: +5 Armor
  • Rigid: +8 Armor
  • Hardened: +11 Armor
  • Shielded: +15 Armor
  • Indestructible: +19 Armor
  • Tempered: +24 Armor
  • Enduring: +29 Armor
  • Impregnable: +35 Armor

Extra Resistances[]

Extra % Armor[]

  • Superior: +10% Armor
  • Sentinel: +15% Armor
  • Exceptional: +20% Armor
  • Crowning: +25% Armor
  • Flawless: +30% Armor

Bleeding Resistance[]

  • Armor of Mending: +5% Bleeding Resistance
  • Armor of Conservation: +8% Bleeding Resistance
  • Armor of Preservation: +12% Bleeding Resistance
  • Armor of Clotting: +16% Bleeding Resistance
  • Armor of Coagulation: +20% Bleeding Resistance

Block Efficacy[]

  • Reinforced: +10% Block Efficacy
  • Rugged: +15% Block Efficacy
  • Toughened: +25% Block Efficacy
  • Unbreakable: +30% Block Efficacy

Block Efficacy at Multiple Ranges[]

  • Durable: +5% Melee Block Efficacy, +5% Ranged Block Efficacy, +5% Magic Block Efficacy
  • Fortified: +15% Melee Block Efficacy, +15% Ranged Block Efficacy, +15% Magic Block Efficacy
  • Staunch: +20% Melee Block Efficacy, +20% Ranged Block Efficacy, +20% Magic Block Efficacy
  • Impenetrable: +25% Melee Block Efficacy, +25% Ranged Block Efficacy, +25% Magic Block Efficacy
  • Unassailable: +30% Melee Block Efficacy, +30% Ranged Block Efficacy, +30% Magic Block Efficacy

Damage Resistance[]

  • Perpetual: +10% Damage Resistance
  • Everlasting: +13% Damage Resistance
  • Timeless: +16% Damage Resistance
  • Boundless: +20% Damage Resistance
  • Deathless: +25% Damage Resistance

Elemental Resistance[]

  • Armor of Protection: +5% Elemental Resistance
  • Armor of Refuge: +8% Elemental Resistance
  • Armor of Shelter: +11% Elemental Resistance
  • Armor of Haven: +15% Elemental Resistance
  • Armor of Sanctuary: +20% Elemental Resistance

Physical Resistance[]

  • Armor of Shifting: +5% Physical Resistance
  • Armor of Phasing: +7% Physical Resistance
  • Armor of Diminishing: +9% Physical Resistance
  • Armor of Displacing: +12% Physical Resistance
  • Armor of Tempering: +15% Physical Resistance

Fire Resistance[]

  • Armor of Fire Shield: +5% Fire Resistance
  • Armor of Fire Aversion: +8% Fire Resistance
  • Armor of Fire Hindrance: +12% Fire Resistance
  • Armor of Fire Attenuation: +16% Fire Resistance
  • Armor of Fire Warding: +20% Fire Resistance

Ice Resistance[]

  • Armor of Ice Shield: +5% Ice Resistance
  • Armor of Ice Aversion: +8% Ice Resistance
  • Armor of Ice Hindrance: +12% Ice Resistance
  • Armor of Ice Attenuation: +16% Ice Resistance
  • Armor of Ice Warding: +20% Ice Resistance

Lightning Resistance[]

  • Armor of Lightning Shield: +5% Lightning Resistance
  • Armor of Lightning Aversion: +8% Lightning Resistance
  • Armor of Lightning Hindrance: +12% Lightning Resistance
  • Armor of Lightning Attenuation: +16% Ice Resistance
  • Armor of Lightning Warding: +20% Lightning Resistance

Poison Resistance[]

  • Armor of the Antivenin: +5% Poison Resistance
  • Armor of the Remedy: +10% Poison Resistance
  • Armor of the Elixir: +20% Poison Resistance

Poison and Bleeding Resistance[]

  • Armor of the Hale: +5% Bleeding Resistance, +5% Poison Resistance
  • Armor of the Hardy: +10% Bleeding Resistance, +10% Poison Resistance
  • Armor of the Indomitable: +20% Bleeding Resistance, +20% Poison Resistance

Extra Damage[]

  • Physical
    • Rousing: 7 Physical Damage
    • Rallying: 16 Physical Damage

Extra % Damage[]

Critical Hit Damage[]

  • Critical Hit Damage
    • Cruel: +18% Critical Hit Damage
  • Critical Hit Damage with Magic
    • Armor of the Wave: +7% Critical Hit Damage with Magic
    • Armor of the Tsunami: +15% Critical Hit Damage with Magic
  • Critical Hit Damage with Physical
    • Armor of Justice: +5% Critical Hit Damage with Physical
    • Armor of Magnitude: +9% Critical Hit Damage with Physical
    • Armor of Intensity: +12% Critical Hit Damage with Physical

Lightning Damage[]

  • Armor of the Squall: +5% Lightning Damage
  • Armor of the Deluge: +7% Lightning Damage
  • Armor of the Gale: +10% Lightning Damage
  • Armor of the Storm: +15% Lightning Damage

Bleeding Damage[]

  • Armor of Skinning: +5% Bleeding Damage
  • Armor of Flaying: +7% Bleeding Damage
  • Armor of Flensing: +10% Bleeding Damage
  • Armor of Maiming: +15% Bleeding Damage

Fire Damage[]

  • Armor of the Blaze: +10% Fire Damage
  • Armor of the Wildfire: +15% Fire Damage
  • Armor of the Inferno: +20% Fire Damage

Ice Damage[]

  • Armor of Flurry: +5% Ice Damage
  • Armor of Sleet: +7% Ice Damage
  • Armor of Avalanche: +15% Ice Damage
  • Armor of the Blizzard: +20% Ice Damage

Magic Damage[]

  • Armor of the Soothsayer: +5% Damage with Magic
  • Armor of the Sage: +10% Damage with Magic
  • Armor of the Mystic: +15% Damage with Magic

Piercing Damage[]

  • Armor of Perforation: +7% Piercing Damage
  • Armor of Gouging: +10% Piercing Damage
  • Armor of Impaling: +20% Piercing Damage

Physical Damage[]

  • Armor of Dismantling: +3% Physical Damage
  • Armor of Sundering: +7% Physical Damage
  • Armor of Eradicating: +10% Physical Damage
  • Armor of Obliterating: +35% Physical Damage

Poison Damage[]

  • Armor of the Copperhead: +7% Poison Damage
  • Armor of the Viper: +15% Poison Damage

Extra % Damage Chance[]

Critical Hit Chance[]

  • Critical Hit
    • Barbed: +5% Chance to Critical Hit
    • Armor of Accuracy: +5% Chance to Critical Hit
    • Spiked: +6% Chance to Critical Hit
    • Armor of Execution: +6% Chance to Critical Hit
  • Critical Hit with Magic
    • Armor of Prophecy: +4% Chance to Critical Hit with Magic
    • Armor of Mysticism: +5% Chance to Critical Hit with Magic
    • Armor of Wizardry: +6% Chance to Critical Hit with Magic
    • Armor of Lyria: +7% Chance to Critical Hit with Magic
  • Critical Hit with Physical
    • Armor of Luck: +3% Chance to Critical Hit with Physical
    • Armor of Balance: +5% Chance to Critical Hit with Physical
    • Armor of Efficiency: +6% Chance to Critical Hit with Physical
    • Armor of Clarity: +7% Chance to Critical Hit with Physical

Chance to Burn[]

  • Armor of Flammability: 5% Chance to Burn enemies when Attacked
  • Armor of Combustion: 10% Chance to Burn enemies when Attacked

Chance to Freeze[]

  • Armor of Cold: 5% Chance to Freeze enemies when Attacked
  • Armor of Freezing: 10% Chance to Freeze enemies when Attacked
  • Armor of Winter: 15% Chance to Freeze enemies when Attacked

Chance to Shock[]

  • Armor of Storm's Cry: 5% Chance to Shock when Attacked
  • Armor of Storm's Bite: 10% Chance to Shock enemies when Attacked
  • Armor of Storm's Rage: 15% Chance to Shock enemies when Attacked

Chance to Poison[]

  • Armor of Rancidness: 10% Chance to Poison enemies when Attacked
  • Armor of Putrefaction: 15% Chance to Poison enemies when Attacked

Chance to Stun[]

  • Armor of Distress: 20% Chance to Stun enemies when Attacked

Resource Regen[]

  • Extra Health Regen
    • Soothing: +0.1 Health Regen per Sec
    • Sustaining: +0.5 Health Regen per Sec
    • Revitalizing: +1 Health Regen per Sec
    • Renewing: +1.5 Health Regen per Sec
    • Regenerating: +2 Health Regen per Sec
  • Extra Mana Regen
    • Empowering: +0.2 Mana Regen per Sec
    • Fostering: +0.5 Mana Regen per Sec
    • Restoring: +1 Mana Regen per Sec
    • Infusing: +1.5 Mana Regen per Sec
    • Rejuvenating:+2 Mana Regen per Sec
  • Extra % Mana Regen
    • Glowing: +5% Mana Regen per Sec
    • Shining: +10% Mana Regen per Sec
    • Brilliant: +15% Mana Regen per Sec
    • Radiant: +20% Mana Regen per Sec
    • Resplendent: +25% Mana Regen per Sec
  • Extra Health and Mana Regen
    • Uniting: +0.5 Health Regen per Sec, +0.5 Mana Regen per Sec
    • Strengthened: +1 Health Regen per Sec, +1 Mana Regen per Sec
    • Reviving: +1.5 Health Regen per Sec, +1.5 Mana Regen per Sec
    • Innervating: +2 Health Regen per Sec, +2 Mana Regen per Sec

Combination Bonuses[]

  • Armor of the Duelist: +10% Damage and + 4% Chance to Critical Hit
  • Armor of the Warlord: +30% Damage, +8% Chance to Critical Hit
  • Armor of the Precisionist: +8% Damage with Magic, +10% Chance to Critical Hit with Magic
  • Renascent: +1.5 Health Regen per Sec, +1 to Might Abilities
  • Shrouded: +1 to Finesse Abilities, +20% Critical Hit Damage
  • Sorcerous: +25% Mana, +1 to Sorcery Abilities
  • Armor of the Poisonlord: +1 to Finesse Abilities, +20% Poison Damage
  • Adroit: +0.2 Mana Regen per Sec, +15 Mana
  • Cunning: +1 Mana Regen per Sec, +30 Mana
  • Adept: +1.5 Mana Regen per Sec, +45 Mana
  • Wise: +2 Mana Regen per Sec, +60 Mana
  • Fervent: +1 Health Regen per Sec, +30 health
  • Fanatic: +1.5 Health Regen per Sec, +45 health
  • Zealous: +2 Health Regen per Sec, +60 health
  • Armor of the Hammerlord: +12% Physical Damage, +1 to Might Abilities, +12% Stun Duration
  • Armor of Rage: +10 % Damage, -5% Damage Reduction
  • Armor of Fury: +20 % Damage, -1% Damage Reduction
  • Armor of Madness: +30 % Damage, -15% Damage Reduction

Other Bonuses[]

Ability Bonuses[]

  • Might
    • Berserker's: +1 to Might Abilities
    • Juggernaut's: +2 to Might Abilities
  • Finesse
    • Trickster's: +1 to Finesse Abilities
    • Spy's: +2 to Finesse Abilities
  • Sorcery
    • Magus': +1 to Sorcery Abilities
    • Archmagus': +2 to Sorcery Abilities

Experience Bonus[]

  • Armor of Expansion: +2% Experience Bonus
  • Armor of Growth: +6% Experience Bonus

Stun Duration[]

  • Dazing: +10% Stun Duration
  • Bewildering: +14% Stun Duration

Resource Cost Reduction[]

  • Canny: -5% Mana Costs
  • Shrewd: -10% Mana Costs
  • Ingenious: -20% Mana Costs

Equip Requirements Reduction[]

  • Dilettante's: -15% Equip Requirements
  • Universalist's: -20% Equip Requirements

Gold Drops[]

  • Armor of Wealth: +12% Gold Drops
Advertisement