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Armor is protective equipment worn by Guardians to deflect damage and prevent injury. In game, armor is divided between multiple slots that correspond to a different body part, and can have unlockable upgrades that can provide further benefits during combat, especially with rarer pieces. Armor pieces that offer more protection also tend to be rarer.[1]

See the Armor category for a list of all individual pieces of armor.[2]

Slots

Each piece of armor fits in a particular slot on a Guardian. Only one piece of armor can be equipped in each slot at any time, while nine more pieces of armor can be stored in inventory for each armor slot.[3] Only one exotic armor piece can be equipped at a time.

There are six different armor slots:

  • Helmet: Armor worn on a Guardian's head.
  • Gauntlets: Armor worn on a Guardian's arms.
  • Chest Armor: Armor worn on a Guardian's chest.
  • Leg Armor: Armor worn on a Guardian's legs.
  • Class Item: Depending on a Guardian's class, this could be a bond (Warlock), mark (Titan), or cloak (Hunter). All look different, but function the same.
  • Ghost Shell: The shell worn by a Guardian's Ghost.
  • Artifact: Not visible on a Guardian, but grants additional boosts to attributes and unique perks. This slot is locked until level 40.

Light

Main article: Light

An armor piece's Light is represented by a number and factors into a Guardian's overall Light level.

Attributes

Every armor piece gives an amount of Intellect, Discipline, and/or Strength. Each of these attributes reduces the cooldown of one of the Guardian's abilities.

The efficiency of the armor at reducing the cooldown for a particular attribute decreases as the player levels. For example, a helmet with +20 Discipline is more effective at reducing grenade cooldown at level 8 than at level 12. That means to get the same level of effectiveness the player once had at lower levels, they must equip armor with a higher value of the particular attribute.

Intellect

AttributeIntellect

Intellect reduces the cooldown of a Guardian's Super ability.

Some Super abilities recharge at different rates than others. In the below chart, "type A" refers to Fist of Havoc, Ward of Dawn, Radiance, and Shadowshot, and "type B" refers to Golden Gun, Arc Blade, Hammer of Sol, Nova Bomb, and Stormtrance.[4]

Tier 0 Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Points Required 0 60 120 180 240 300
Cooldown time (type A) 5:00 4:46 4:31 4:15 3:58 3:40
Cooldown time (type B) 5:30 5:14 4:57 4:39 4:20 4:00

Discipline

AttributeDiscipline

Discipline reduces the cooldown of a Guardian's grenade.[4]

Tier 0 Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Points Required 0 60 120 180 240 300
Cooldown time 1:00 0:55 0:49 0:42 0:34 0:25

Strength

AttributeStrength

Strength reduces the cooldown of a Guardian's melee ability.

The Hunter's Throwing Knife and Smoke Grenade abilities have a longer cooldown than other melee abilities.[4]

Tier 0 Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Points Required 0 60 120 180 240 300
Cooldown time (type A) 1:00 0:55 0:49 0:42 0:34 0:25
Cooldown time (type B) 1:10 1:04 0:57 0:49 0:40 0:29

Perks

Main article: Armor Perk

Some armor pieces have perks that can be unlocked by gaining experience.[2] Perks may grant boosts such faster reload times for certain weapons or faster cooldown times for grenades or player abilities.[2]

Trivia

References

  1. Miller, Matt. (January 2014 Print Edition) "A Player's Journey: Destiny". Game Informer. Retrieved 31 Dec. 2013.
  2. 2.0 2.1 2.2 Foman123 (2014 June 20) YouTubeDestiny Alpha - Resource Upload Retrieved 23 June 2014.
  3. Foman123 (20 June 2014) YouTubeDestiny Alpha - Resource Upload 0:01. Retrieved 26 July 2014.
  4. 4.0 4.1 4.2 Reddit "Subclasses have different cooldown times. (supers up to 30 second faster at same tier!)". Retrieved September 12, 2016.
  5. destinygame (2013) YouTube: Reveal Trailer - Official Destiny ViDoc: Pathways Out of Darkness 01:04. Retrieved 24 July 2013.

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