Armor

Armor

Armor in Tiny Tina’s Wonderlands provides additional powers to your character. They can provide you will additional Class Power, Skill Points, and Stat increases. Armor acts like ‘Class Mods’ but unlike the Borderlands Class Mods they do not just boost one specific character, in Tiny Tina’s Wonderlands Armor can boost multiple classes as multi-classing is a thing.

Rarities

Armor is made by Valora, Kleave, or Swifft and they come in various Rarities. The higher the rarity tier the more powerful it is as you will see more Skill Points and Stat Boosts on the item card.

  • COMMEN: 1 Secondary Stats
  • UNCOMMEN: 1 Class Power, 1/2 Secondary Stats
  • RARE: +3 Skill Points, 1 Class Power, 2/3 Secondary Stats
  • EPIC: +5 Skill Points, 2 Class Powers, 2/3 Secondary Stats
  • LEGENDARY: +5 Skill Points, 2 Class Powers, 3 Secondary Stats, Legendary Effect

Skill Points

Powerful Armor is attuned to a specific Class or on higher rarity tiers multiple Classes. They can provide you with additional Skill Points. You don’t need to have points spent in that Passive Skill to benefit from the free Skill Points provided by the Armor.

Armor that is attuned to multiple classes focuses on a primary class. So you will see bigger boosts to the primary class and a smaller boost to the secondary class. This will translate into +3/4 Primary Class Skill Points and +1/2 Secondary Class Skill Points. Skill point buffs always max out on +5, while it’s generally spread out across multiple skills, it’s possible to get all 5 points into a single skill allowing you to get a skill to 10/5. It is also possible to get a +1 on a 1/1 skill.

While you generally want to match both of your chosen classes on your armor, it can be lucrative to equip an item that has a different secondary class as the bonus skill points go towards a very effective skill. There are some very powerful builds that utilize this.

Brr-Zerker Armor

Secondary ClassPrimary Class SkillPrimary Class SkillSecondary Class Skill
ClawbringerSavageryBlast ChillDragon Aura
GravebornAncient FuryUnyieldingBlast Gasp
SpellshotAncestral FrostIce BreakerImbued Weapon
Spore WardenIce BreakerCold SnapAffinity
StabbomancerIron SquallThe Old WaysFollow Up

Clawbringer Armor

Secondary ClassPrimary Class SkillPrimary Class SkillSecondary Class Skill
Brr-ZerkerRebukeOath of ThunderIron Squall
GravebornFriend to FlameOath of FireHarvest
SpellshotRadianceDedicationMage Armor
Spore WardenBlasthamut’s FavorOath of FireCalled Shot
StabbomancerAweOath of ThunderNimble Fingers

Graveborn Armor

Secondary ClassPrimary Class SkillPrimary Class SkillSecondary Class Skill
Brr-ZerkerMortal VesselAscensionBlood Frenzy
ClawbringerEssence DrainBlast GaspDragon Aura
SpellshotEssence DrainAscensionWar Caster
Spore WardenFaithful ThrallsDark HydraThrill of the Hunt
StabbomancerDark PactStain of the SoulContagion

Spellshot Armor

Secondary ClassPrimary Class SkillPrimary Class SkillSecondary Class Skill
Brr-ZerkerJust Warming UpHigh Thread CountInstinct
ClawbringerJust Warming UpFont of ManaAwe
GravebornSpell SniperFont of ManaStain of the Soul
Spore WardenHigh Thread CountPrestidigitationWindrunner
StabbomancerSpell SniperDouble KnotA Thousand Cuts

Spore Warden Armor

Secondary ClassPrimary Class SkillPrimary Class SkillSecondary Class Skill
Brr-ZerkerBounty of the HuntWrath of NatureIron Squall
ClawbringerKindred HeartBullseyeFriend to Flame
GravebornKindred HeartWindrunnerHarvest
SpellshotCalled ShotEagle EyeImbued Weapon
StabbomancerBullseyeEagle EyeA Thousand Cuts

Stabbomancer Armor

Secondary ClassPrimary Class SkillPrimary Class SkillSecondary Class Skill
Brr-ZerkerHasteSwift DeathCold Snap
ClawbringerExploit Their WeaknessPotent PoisonsDragon Aura
GravebornArsenalSneak AttackLord of Edges
SpellshotNimble FingersArsenalMagic Bullets
Spore WardenSwift DeathFollow UpWindrunner

Class Power

Armor can provide you with additional Class Power. This directly increases your Class’ special abilities. Meaning your action skills and class feat will get increased damage or duration.

Armor that is attuned to multiple classes focuses on a primary class. So you will see bigger boosts to the primary class and a smaller boost to the secondary class. This will translate in +10% Primary Class Power but only +7% Secondary Class Power for example.

Secondary Stats

LVL 40ChaoticVolatilePrimordial
Gun Crit Chance30.00%35.56%42.16%50.00%
Fire Rate30.00%35.56%42.16%50.00%
Gun Damage25.00%29.63%35.13%41.66%
Melee Crit Chance30.00%35.56%42.16%50.00%
Melee Damage25.00%29.63%35.13%41.66%
Spell Crit Chance30.00%35.56%42.16%50.00%
Spell Damage25.00%29.63%35.13%41.66%
Increased Max Ward30.00%35.56%42.16%50.00%
Ward Regen Rate30.00%35.56%42.16%50.00%
Ward Regen Delay-42.85%-50.79%-60.22%-71.42%
Passive Health Regen1.50%1.78%2.11%2.50%
Health Max30.00%35.56%42.16%50.00%
Companion Damage25.00%29.63%35.13%41.66%
Companion Crit Chance30.00%35.56%42.16%50.00%
Skill Critical Hit Chance30.00%35.56%42.16%50.00%
Skill Damage25.00%29.63%35.13%41.66%
Movespeed20.00%23.70%28.10%33.33%
Area Damage15.00%17.77%21.07%24.99%
All Damage15.00%17.77%21.07%24.99%

The secondary passive stats are grouped into six clusters. You can only get 1 passive stat from a single cluster. This means that when you get “Move Speed”, you cannot get “Comp Crit Chance” or “Skill Crit Chance” anymore. If you have received a piece of armor that does have multiple stats from 1 cluster, your item has been modded.

Cluster 1Cluster 2Cluster 3Cluster 4Cluster 5Cluster 6
Move SpeedWard MaxAll DamageGun Crit ChanceGun DamageComp Damage
Comp Crit ChanceWard DelaySkill DamageSpell Crit ChanceSpell DamageSplash Damage
Skill Crit ChanceWard RegenMelee Crit ChanceMelee DamageFire Rate
Max Health
Health Regen

Legendary Effect

  • Total Critical Hit Chance is reduced by 50% but Critical Hit Damage is increased by 50%
  • Reserve all but 1 Health, returning 150% as Ward Capacity. Ward Regeneration Delay is reduced by -50%.
  • Conver 30% of the Fatemaker’s Damage Dealth to Dark Magic. Dark Magic Efficiency is increased by 30%.
  • While standing still, gain 50% increased Critical Hit Chance, Dark Magic Efficiency, and Poison Damage.
  • 30% of damage converted to dark magic. +30% dark magic efficiency
  • Hydra companions occasionally teleport to you, and getting kills increases the duration of them by 30%
  • 10% increased fire damage for each unique enemy hit recently, stacks 10 times
  • Poison Damage over Time ticks have a 15% chance to create an explosion that deals flat poison damage
  • Converts companion damage to the chosen element, and enemies hit by companions take 20% increased damage of that chosen element for a duration.
  • Applies 50% of a chosen stat into the other 2 stats (rolls between Spell, Melee, and Ability damage)
  • After taking non-DoT damage: apply a fire DoT on yourself, gain increased movement speed, and gain increased damage based on how fast you are moving.
  • While standing still: +50% critical hit chance, dark magic efficiency and <elemental type> damage

Some info provided by Lazy Data, Ki11erSix, and osetor74

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