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Special Armor

Beyond the standard Armor Grades sits a smaller category of individually named, rare crossover Armor pieces, a set fitted with a working Crown of its own, a piece that doubles as a caster's focus, and similar gear that doesn't fit neatly into the standard Armor Cards (see Basic Rules pg. 4). Every Special Armor piece below is tied to one specific Path or Branch, never to a Main Class's Tier. A Tier Ability (Levels 1-3) never has access to a Special Armor piece, that character hasn't chosen a Path yet, and a Special Armor piece's whole reason for existing is what a Path or Branch's training and flavor make possible. This page is a growing list, not a closed one, GMs and future Modules are expected to add their own.

Acquiring Special Armor: None of these are purchasable off a standard price list. Treat each as campaign-relevant loot, a quest reward, or a commission from a specialist Crafter willing to work with a rare material (see Armor Grades & Materials and Organic Elements, Basic Rules pg. 4), GM's discretion on availability and price.

Mythical Armor

A rarer tier still, above every Armor piece shown so far, tied to Legendary or Divine Rank rather than Common-through-Heroic (see Rank, Basic Rules pg. 2). Earned only through story, a Higher Power's own hand, a Lore Quest, a moment a campaign will never repeat, never crafted or commissioned. This section is a placeholder, still empty, future Modules will populate it.

Cultural Armor

Every playable race carries its own traditional Armor, shaped by homeworld, history, and craft rather than Class or Path (see Background and Cultural Equipment, Basic Rules pg. 2). This section is a placeholder, still empty, future updates will add one signature Armor piece per race.