Skyrim:Armor
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Armor is a type of apparel that is worn on the body to reduce damage from attacks. Armor comes in two varieties, corresponding to the two different skills governing armor usage: Heavy Armor and Light Armor. In addition, there are Shields which provide an additional passive increase to armor rating (active blocking is governed by the Block skill).
Armor comes in several pieces which can be equipped independently of each other, these pieces are:
- Helmet: covers your head
- Boots: covers your feet and ankles
- Gauntlets: covers your hands up to your elbow
- Armor: covers your legs, chest and shoulders
- Shield: protect and block attacks.
[edit] Armor Materials
Armor appears in several different materials and styles, which determine the quality of the armor. Higher quality armor provides better protection (but is generally heavier). Which quality armor you will find is generally determined based on your character's level.
The following table describes the base level at which an armor type begins to show up randomly for the player. Lower level armor will also randomly appear, but so will higher level armors in certain situations: potentially up to at least 12 levels "early". Enchanted versions of each armor type will begin to appear one level later; see Generic Magic Apparel for more information. See Leveled Lists for details on how these lists are used to determine the probabilities of individual items appearing. Although dragonscale, dragonplate, and daedric armor can all be found in random loot once your level is high enough, the chances of finding any of these armor types is 20 times smaller than other armor types.
Most armor from the list below can be created at Forges, by using the Smithing skill. The ability to make armor is not dependent upon your character's level, but is instead dependent upon which Smithing perks you have unlocked. All standard armor can also be tempered at Workbenches, if you have the necessary auxiliary item. Tempering is twice as effective if you have unlocked the perk necessary to forge that armor. Tempering an enchanted version of the armor (whether custom-enchanted, or generic) is similar to tempering the base version – it requires the same auxiliary item, and is twice as effective if you have unlocked the forging perk – but also requires the Arcane Blacksmith perk to be unlocked.
| Level | Light Armor | Perk to Forge | Item for Tempering |
|---|---|---|---|
| 1 | Fur | N/A | Leather |
| Hide | No perk needed | Leather | |
| Studded | No perk needed | Iron Ingot | |
| 8 | Leather | No perk needed | Leather |
| 12 | Elven | Elven Smithing | Refined Moonstone |
| 19 | Scaled | Advanced Armors | Corundum Ingot |
| 27 | Elven Gilded | Elven Smithing | Quicksilver Ingot |
| 36 | Glass | Glass Smithing | Refined Malachite |
| 46 | Dragonscale | Dragon Armor | Dragon Scales |
| Level | Heavy Armor | Perk to Forge | Item for Tempering |
|---|---|---|---|
| 1 | Iron | No perk required | Iron Ingot |
| Banded Iron | No perk required | Corundum Ingot | |
| 6 | Steel | Steel Smithing | Steel Ingot |
| 12 | Dwarven | Dwarven Smithing | Dwarven Metal Ingot |
| 18 | Steel Plate | Advanced Armors | Corundum Ingot |
| 25 | Orcish | Orcish Smithing | Orichalcum Ingot |
| 32 | Ebony | Ebony Smithing | Ebony Ingot |
| 40 | Dragonplate | Dragon Armor | Dragon Scales or Dragon Bone† |
| 48 | Daedric | Daedric Smithing‡ | Ebony Ingot |
†Dragonplate Cuirasses and Shields are tempered using Dragon Bone; all other Dragonplate armor is improved using Dragon Scales.
‡All Daedric armor (except the boots, which are bugged) can also be made at the Atronach Forge, in which case the Daedric Smithing perk is not needed, but instead the Sigil Stone must be obtained. Tempering armor created at the Atronach Forge is still augmented by the Daedric Smithing perk.
[edit] Armor Rating
For all of the armor listed on this site, the provided armor ratings are the base armor ratings. The actual protection your character will receive from the armor is dependent upon your skill in that armor type and any relevant perks that you have unlocked. The rating can also be improved by using smithing to change the armor's quality to "Fine" , "Superior", "Exquisite", "Flawless", "Epic" or "Legendary".
The armor rating only reduces physical damage, not magical damage.
Approximate formulas:
displayed armor rating = (worn armor rating + item quality) * (1 + 0.4 * (skill + skill effect)/100) *
(1 + Custom Fit or Well Fitted + Matching Set) * (1 + Agile Defender or Juggernaut) +
(shield armor rating + item quality) * (1 + 0.4 * (skill + skill effect)/100) *
(1 + Custom Fit or Well Fitted + Matching Set) + armor effects
hidden armor rating = 25 per piece worn
damage reduction% = (displayed armor rating + hidden armor rating) * 0.12
Clothes/robes do not benefit from the hidden armor rating bonus.
For NPCs the skill coefficient is 1.5 instead of 0.4.
Note the difference between skill effects (e.g. Fortify Light/Heavy Armor equipment, Ancient Knowledge) and armor effects (e.g. x-flesh spells, Lord Stone).
Your durability against physical attacks (i.e. the amount of raw damage you can sustain) is proportional to 100 / (100 - damage reduction%). This results in hyperbolic growth in your physical durability, up to the cap of 80% damage reduction giving an x5 multiplier to your physical durability. Thus, the more armor rating you have, the more each additional point of armor rating is worth. The graph displayed shows the multiplier to your physical durability relative to no armor based on the displayed armor rating, assuming you are wearing all four pieces of armor (+100 hidden armor rating) and have no other effects.
[edit] Armor Cap
Physical damage reduction is capped at 80%. If you have 100 skill and all relevant armor perks, this requires a tempered armor rating of about 135. You can increase your tempered armor rating by 1 roughly every 2 points of Smithing with the appropriate perk, or every 4 without. Therefore, at 100 Smithing you will need 85 base armor with the appropriate perk, which is not achievable without a shield with Light Armor (though Dragonscale comes close at 82 for the set) and requires at least a Steel Plate set for Heavy Armor. With Fortify Smithing enchanted apparel and Smithing potions you can boost Smithing even further, which can potentially allow any material for which a Smithing perk exists to reach the cap. At the extreme end, you will need about 126 Smithing to make Steel Armor hit the cap, and about 154 Smithing for an Elven set. Unfortunately, Fur, Hide, Studded, Leather, and Iron armors are not affected by any Smithing perks and so cannot be improved as much.
With the aid of enchanting (fortify smithing) and pre-made enchanting and smithing potions, and of course the appropriate armor perks, you can reach the armor cap with any style or type of armor in the game, even hide and iron armor. All without even using a shield.
Shields, spells, and the Lord Stone can reduce the base armor required to hit the cap even further, but these require more management.
[edit] Notes
- Clothes, such as robes and other apparel, do not count as armor. They do not benefit from the hidden armor rating bonus.
- Custom Fit, Well Fitted, and Matching Set perks are applied to shields if the four pieces of worn armor (armor, helmet, gloves, boots) match appropriately. The shield does not have to be of the same set, or even the same skill.
- Shields do not benefit from the 5*20% initial perks in heavy/light armor skills.
- Armor rating/damage reduction does not affect the speed at which the skill is trained.
- Occasionally, if you drop a piece of armor, usually the main piece in a crowded area, an NPC will run up to you and ask you if you are throwing it away, and if they can have it. Other NPCs may comment on how you are littering, but this usually only happens with Miscellaneous items. Other times they will simply just give it back.
- Guards may comment on what kind of armor you're wearing, depending on what faction they belong to and what you're wearing at the time.
- You can enhance armor once past Legendary (i.e. you enhance to Legendary then enhance again) with enough Fortify Smithing enchantments and potions. So for Deadric Armor so enhanced Armor=411 Boots=180 Gauntlets=180 Helmet=201 all told an armor rating of 972. The same can be done with weapons.
[edit] Light Armor
[edit] Armor
† Scaled Horn Armor cannot be tempered, because it was completely left out of the appropriate list. |
[edit] Boots
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[edit] Gauntlets
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[edit] Helmets
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[edit] Shields
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[edit] Heavy Armor
[edit] Armor
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[edit] Boots
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[edit] Gauntlets
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[edit] Helmets
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[edit] Shields
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[edit] Light Armor Images
- These images show a male Nord in different types of light armor.
- These images show a female Imperial in different types of light armor.
[edit] Heavy Armor Images
- These images show a male Nord in different types of heavy armor.
- These images show a female Imperial in different types of heavy armor.
![[Content is available under Attribution-ShareAlike]](http://www.uesp.net/w/images/4/4d/Somerights.png)