
The Armorial Art revolves around gracefully strapping large chunks of metal to your body.
Level | Icon | Bonuses | Effect |
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![]() You like getting hit, it builds character! Increases your life-force and chance to block attacks. |
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![]() To be armoured you must project the image of being armoured. This skill allows you to tighten the straps on your armour so that you use it more effectively, but this bonus is lost if you get hit too much. |
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Ability: Suit Up | |
![]() It's only a flesh wound, just walk it off. Has a chance to increase health regeneration and stubbornness after getting hit. |
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20% chance to gain Walk It Off when hit. | |
![]() Practice being beaten, crushed and stabbed has made you highly skilled in these activities. When you get hit there is a chance that your health, burliness, and piercing resistance will increase temporarily. |
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15% chance to gain It Only Makes You Stronger when hit. | |
![]() You sleep in a cuirass, swim in a hauberk, and dance on sabotons. Enhances your defenses and gives a chance to trigger 'Suit Up' when you are hit. |
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10% chance to gain Suit Up when hit. |
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Original skills | ||||||||
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Realm of the Diggle Gods Skills | ||||||||
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You Have To Name The Expansion Pack Skills | ||||||||
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Conquest of the Wizardlands Skills | ||||||||
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Removed Skills | ||||||||
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Notes[]
- Master of Arms doesn't require any particular armour to be worn to gain any of these benefits (even though it feels like its geared towards heavier armour), so even a wizard build can take this and be more defensive.
- Due to Suit Up's bonus to regeneration, trying to have it on at all times is recommended. Since it has a cooldown of 40 turns, its good to click this on after a hard fight to make healing a little faster.