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Armor and Shields have Defense / STR, to protect against physical attacks, and Defense / INT, against magic. Heavier armor slows down the character somewhat, hence the minus to Agility.

Armor and Shields all 16 grades, or Tiers. They ascend in their degree of physical defense, but the early Materials (LEATHER and WOOD) offer superior magical protection for their level that is never matched by even the highest Tiers of DAMASCUS.

Enchanter Affinity buffs and Gemmed shields may suffice for the majority of magical challenges, but there are a myriad of ways of permanently raising the Affinities and Class of armor (eg Enchanter buffs themselves will permanently raise Affinity occasionally)

Type bonuses vary widely between Equipments and rollercoaster, reducing as the Tiers ascend and go up again. They can only be increased by Combining, and like Class and Affinity, the closer the bonus values of the ingredients are to each other, the higher the resulting product bonus.

Armor Combinations follow set patterns when two Equipment types are morphed. For example, a Leg and a Helm always combine into a Glove (Arm), and a Glove and a Helm, into a Body. All these combinations follow the rule of Prevalence : Leg > Arm > Body > Helm, where eg the product will always end up as the Material of the leg, usually the material of the Arm, the material of the Body if combined with a Helm, and never the material of the Helm.

Materials Bonuses[]

See Main Article Materials

Two items of the same Design and Tier but of different Materials will have different Strength and Intelligence bonuses. Thus it can be seen that Strength and Intelligence are intrinsic properties of Material types. However, these stats are not uniform across all combinations of materials and armor Equipments, leading to discrepancies between guides as to the value for materials, as can be seen from the two charts below

Armor Material Strength Intelligence
Leather + 1 + 7
Wood + 2 + 8
Bronze + 3 + 3
Iron + 5 + 3
Hagane + 7 + 4
Silver + 4 + 3
Damascus + 9 + 5

Less of an intrinsic property of materials is their Affinity and Class. Nonetheless, there is a preponderance towards set values for these properties.

St In Ag * Hu Be Un Ph Dr Ev * Ph Ai Fi Ea Wa Li Da
WOOD +5 +8 0 0 0 0 0 0 0 4 -6 8 8 -6 -4 -4
LEATHER +1 +6 0 0 0 0 0 0 0 2 5 5 -1 -1 -5 -5
BRONZE +3 +2 -2 -1 -1 2 -1 -1 -5 8 -5 -5 3 3 -2 -2
IRON +5 +2 -2 1 1 -2 1 1 0 10 0 -4 -4 0 -1 -1
HAGANE +6 +3 -1 5 5 1 0 5 5 14 3 3 -5 -5 -5 -5
SILVER +4 +2 -1 0 0 20 15 0 5 5 -5 -5 -5 -5 -5 20
DAMASCUS +9 +4 -1 10 10 -2 0 10 10 20 -5 -5 -5 -5 20 -20

Armor and Shields[]

The values of Strength and Intelligence below have not been checked for accuracy. As materials affect these values, a baseline for armor below the bonuses added by materials must be established (the armor values minus what is added by materials). The system used for materials (a base value lower than Leather) will be applied to verified data. Together with the values for the Materials, the Defense bonuses of any piece of any Material can be determined.

Resistance to weapon Types is not an intrinsic quality of Materials, but of individual pieces, and that information is verified in any case.


Helm[]

Main article: Helm

Base values, before the bonuses for materials are added

Strength Intelligence Agility Blunt Edged Piercing
Bandana 1 3 0 0 0 0
Bear Mask 2 4 0 2 0 0
Wizard Hat 1 10 0 1 0 0
Bone Helm 2 3 -1 0 2 0
Chain Coif 3 5 -1 2 3 0
Spangenhelm 3 5 -1 1 1 1
Cabasset 4 5 -1 2 2 2
Sallet 5 6 -1 1 3 3
Strength Intelligence Agility Blunt Edged Piercing
Barbut 6 7 -1 5 0 5
Basinet 7 8 -1 7 3 5
Armet 8 9 -2 4 6 4
Close Helm 9 10 -2 5 10 10
Burgonet 10 11 -2 7 7 7
Hoplite Helm 11 15 -2 13 5 0
Jazeraint Helm 12 13 -2 - - -
Dread Helm 13 12 -2 - - -


Breast Armor[]

Main article: Body

Base values, before the bonuses for materials are added.

Yes, it really is called Breast Armor in the game. An archaic usage of the word and thus evocative of the medieval era, when the King James Bible was written, with the famous phrase, 'the Bosom of Abraham', now used in various ways, but originally referring to the embrace of the afterlife. Or something to giggle at. Your choice.

Strength Intelligence Agility Blunt Edged Piercing
Jerkin 5 5 0 1 1 0
Hauberk 5 10 0 0 0 1
Wizard Robe 3 20 0 0 0 0
Cuirass 7 8 0 3 0 0
Banded Mail 8 8 -1 0 0 3
Ring Mail 7 12 -1 0 3 5
Chain Mail 9 12 -1 5 5 0
Breastplate 11 12 -2 8 0 8
Strength Intelligence Agility Blunt Edged Piercing
Segmentata 13 13 -1 10 8 5
Scale Armour 15 15 -1 0 5 10
Brigandine 17 17 -2 5 10 0
Plate Mail 18 17 -2 10 10 10
Fluted Armour 18 18 -2 15 15 15
Hoplite Armour 18 22 -3 20 8 0
Jazeraint Armour 19 20 -3 - - -
Dread Armour 20 19 -3 - - -

Jazeraint and Dread Armour are not found as drops or in chests; their Type values depend on how they are crafted.

Glove[]

Main article: Glove

Base values, before the bonuses for materials are added


Strength Intelligence Agility Blunt Edged Piercing
Bandage 1 8 0 1 0 0
Leather Glove 2 4 0 3 0 0
Reinforced Glove 2 4 0 5 0 3
Knuckles 3 5 0 0 1 5
Ring Sleeve 4 5 -1 0 3 3
Chain Sleeve 4 6 -1 0 4 0
Gauntlet 5 6 -1 7 4 4
Vambrace 6 7 -1 0 5 10
Strength Intelligence Agility Blunt Edged Piercing
Plate Glove 7 8 -1 5 6 7
Rondanche 8 9 -1 8 6 0
Tilt Glove 8 9 -2 12 12 12
Freiturnier 9 10 -1 7 7 7
Fluted Glove 10 11 -3 9 9 9
Hoplite Glove 11 15 -3 13 5 0
Jazeraint Glove 12 14 -3 - - -
Dread Glove 13 13 -3 - - -


Leggings[]

Main article: Leg

Base values, before the bonuses for materials are added. No Plate Leggings drop from enemies or are found in chests, in the game.

Strength Intelligence Agility Blunt Edged Piercing
Sandals 1 7 0 0 0 0
Boots 2 3 0 1 1 1
Long Boots 2 5 0 2 2 2
Cuisse 3 5 0 3 3 0
Light Greaves 4 5 0 0 0 4
Ring Leggings 5 6 -1 4 3 0
Chain Leggings 6 7 -1 5 4 0
Fusskampf 7 8 -1 5 0 8
Strength Intelligence Agility Blunt Edged Piercing
Poleyn 8 9 -1 0 5 10
Jambeau 9 10 -2 5 7 0
Missaglia 10 11 -3 12 12 12
Plate Leggings 11 11 -2 - - -
Fluted Leggings 12 12 -2 10 10 10
Hoplite Leggings 13 18 -3 15 6 0
Jazeraint Leggings 14 17 -3 - - -
Dread Leggings 15 15 -3 - - -
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