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Armor Modifiers are just like Weapon Modifiers, being of 75% chance of getting a random one when you craft armor. If the armor is for a specific class (Mage armor, melee armor etc), the class armor gets exclusive modifiers. If not it will get a Universal armor prefix of accessory modifier. You can also reforge the armor with the Goblin Tinkerer NPC like you do weapons and tools.

Normal Modifiers

  • Sturdy: +1 defense, 3% damage mitigation(stacks with Beetle Armor and Endurance Potion)
  • Reinforced: +3 defense, 5% damage mitigation, 15% knockback immunity.
  • Angelic: +2 defense, +4% movement speed, +1 second of flying.
  • Broken:-4 defense
  • Rusty: -1 defense, -6% movement speed
  • Cracked: -2 defense
  • Unlucky: -3% critical chance
  • Light: -4 defense, +4% movement speed, +6% attack speed
  • Unfavorable: -5% critical chance
  • Disastrous: -3% critical chance, -5% attack speed, -3 defense, +3 damage
  • Acute:+3% movement speed, +1% attack speed, -1 defense
  • Alert:+3% movement speed
  • Curt: +5% movement speed
  • Zephyr: +6% movement speed
  • Magnetic: +1 block pickup range
  • Hell-forged: +3 defense, immunity to lava.
  • Stinky: -5 melee damage, Stink debuff.

Helmet Modifiers:

  • Concetrated: +4% critical chance
  • Confusing: confused debuff
  • Breathing: double breathing time.

Chestplate Modifiers:

  • Guarding: +2 defense
  • Firm: +1 defense for every 50 max health
  • Berseker: +1% damage per 5 health lost.

Greaves Modifiers:

  • Fast: +8% movement speed.
  • Faster: +15% movement speed.
  • Fishy: Ability to swim. (Similar to Flippers)
  • Springy: +15% Jump height

Melee Armor

  • Thorny: +4 melee damage, +1 defense, Thorns buff
  • Slick: +4% melee speed
  • Lucky: +5% melee critical chance
  • Intense: +4 melee damage
  • Rough: +2 melee damage

Ranged Armor

  • Acure: +3 % ranged damage. If whole set +8% ranged crit chance
  • Casted: +5 firing speed, +1 ranged damage
  • Scaled: +4 ranged damage
  • Spiked: +4 ranged damage, +1 defense
  • Scarred: +2 ranged damage

Magic Armor

  • Thaumic: +60 mana, 10% magic damage.
  • Brisk: +20 Mana
  • Expert: +4 magic damage, +1 defense
  • Magical: 4 magic damage
  • Powerful: slightly increased mana regeneration.

Summoning Armor

  • Mesmerizing: Adds two more minions
  • Charmed:  Adds one more minion
  • Fond: +8% summoning damage
  • Blessed: +4% summoning damage, +3 defense
  • Conjured: +12% summoning damage
  • Bewitch: adds 1 more minion, +6% summon damage

Throwing Armor

  • Windy +10% throwing range
  • Drifting +10% throwing speed
  • Angled +4 throwing damage
  • Curved +4 throwing damage, +1 defense
  • Plated: +2 throwing damage

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