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Armor & Weapons: Difference between revisions

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[[Category:New Player]][[Category:Mechanics]][[Category:PvM]][[Category:PvP]][[Category:Crafting]]
[[Category:New Player]]
==Summary==
[[Category:PvM Mechanics]]
* Weapons are Insta-Hit and Quick Switch, meaning a player who swings with a halberd and then wishes to equip and swing a katana will only have to wait for the katana's swing delay before making their next attack (instead of the halberd's delay)
[[Category:PvM]]
* Ranged weapons have a flat .5 second Stationary Delay regardless of player Dexterity
[[Category:PvP]]
* Armor Values are cumulative, meaning damage from melee attacks are reduced based on the player's total armor value, instead of just the armor value of the individual location hit
* Meditation Penalties are now a cumulative total of all equipped pieces, and no longer based on the "worst piece" a player is wearing. For instance, a platemail gorget worn with a full suit of leather would only create a total -7% meditation penalty (instead of a -100% penalty)
* Dexterity Penalties have been removed from armor and shields and replaced with a Stamina Fatigue Penalty that increases the amount of stamina the player loses when taking damage
* A player's Stamina Fatigue Penalty is derived from their Meditation Penalty
* Players take more damage from the Mind Blast spell based on their Meditation Penalties from armor
* Players can view the full stats, both the base values as well as effective values, of armor and weapons through usage of the [[Arms Lore]] skill
* Players can access a [[Player Stats]] Profile page to see a listing of all items they have equipped and summaries of their effective stats / percentages based on their current equipment


Weapons and armor mechanics on Outlands feature various balance changes compared to classic servers, impacting both PvM and PvP.


==Colored Materials==
== General Mechanics ==
In addition to the traditional colored ores available for blacksmithing items, colored board and colored leather types have been introduced that are equivalents to a corresponding ore type (albeit with a slightly altered name). For instance, a Valorite viking sword would receive the same material bonuses as would a Valewood quarterstaff. Or a set of Shadow Iron ringmail would receive the same material bonuses as a set of Shadowhide leather armor.
*  '''Insta-Hit & Quick Switch''': Weapon swings occur instantly upon initiating the attack command. The timer for your next swing is determined by the weapon you *last swung*, not the one currently equipped. Switching from a slow weapon (e.g., Halberd) to a fast one (e.g., Katana) allows the faster weapon's swing timer to take effect immediately after the previous swing completes. See [[Combat Overview]] for more details.
*  '''Ranged Weapon Delay''': Ranged weapons (Bows, Crossbows) have a flat '''0.5-second stationary delay''' before firing, regardless of Dexterity in PvM. (PvP scaling applies based on Dexterity, see [[#Weapon Timers|Weapon Timers]]).
*  '''Cumulative Armor Rating''': Physical damage reduction is based on the '''total armor value''' of all worn pieces, not just the piece hit.
*  '''Cumulative Meditation Penalties''': Mana regeneration penalties are based on the combined penalties of all worn armor pieces, not just the single worst piece.
*  '''Stamina Fatigue Penalty''': Dexterity penalties on armor/shields are replaced by a '''Stamina Fatigue Penalty'''. This increases stamina loss when taking damage, scaling with the armor's Meditation Penalty.
*  '''[[Arms Lore]] Inspection''': Use the [[Arms Lore]] skill to inspect detailed weapon and armor stats, including base damage, speed, durability, and modifiers.
*  '''[[Player Stats]] Profile''': Access via the Paperdoll's Help menu or `[Stats` command to view equipped gear and overall combat statistics ('''Note: This window is currently reported as unreliable''').


== Colored Materials ==
{{Main|Modifiers}}
Colored materials exist for Blacksmithy (ores), Tailoring (leathers), and Carpentry (boards), providing equivalent bonuses based on their tier (e.g., Dull Copper, Shadow, Copper, etc.).
*  Example 1: A '''Valorite Viking Sword''' (Blacksmithy) provides the same material bonuses as a '''Valewood Quarterstaff''' (Carpentry).
*  Example 2: A '''Shadow Iron Ringmail''' set (Blacksmithy) offers the same material bonuses as a '''Shadowhide Leather Armor''' set (Tailoring).


==Accuracy Bonuses==
== Accuracy Bonuses ==
[http://forums.uooutlands.com/index.php?threads/patch-notes-for-august-22-2019.2411/ As per patch August 22,2019.] Accuracy bonuses to melee weapons from items (Colored Materials, Magical Properties, Aspects, Mastery Chains, etc) are now capped by a player's base melee skill for that weapon.
Melee accuracy bonuses from materials, magical properties ([[Modifiers]]), aspects, and mastery chains are '''capped by the player's printed weapon skill'''.


Examples:
'''Examples:'''
*  A player with '''100 Swordsmanship''' can benefit from up to '''+100%''' total melee accuracy bonus from items/effects.
*  A player with '''50 Swordsmanship''' can benefit from up to '''+50%''' total melee accuracy bonus from items/effects.
*  A player with '''0 Swordsmanship''' receives '''no benefit''' from accuracy-enhancing items/effects.
*  See [[Overcapping]] for how excess accuracy can translate to damage in PvM.


* A player with 100 Swordsmanship can receive a max of up to +100% melee accuracy bonus from items
== Swing Speed Bonuses ==
* A player with 50 Swordsmanship can receive a max of up to +50% melee accuracy bonus from items
{{Main|Swing Speed}}
* A player with 0 Swordsmanship can receive a max of up to +0% melee accuracy bonus from items
*  '''Swing Speed''' determines the delay between melee weapon attacks. Faster swing speed means lower delay.
*   Swing Speed is affected by current '''Stamina''' (up to 100 Stamina). Lower stamina increases swing delay.
*  Swing Speed can be increased (Swing Speed Increase or SSI) via various sources (see [[Swing Speed]] page for details).
*   '''SSI Cap:''' Normally '''+50%''', can be increased to '''+60%''' via the [[Redline System]].
*   '''Swing Delay Cap:''' Weapon swing speed is hard-capped at '''0.5 seconds per swing''', regardless of total SSI.
*  See [[Overcapping]] for how excess SSI can translate to damage in PvM.


== Weapon Timers ==
*  Weapons are '''Insta-Hit''' and '''Quick Switch''' (see [[#General Mechanics|General Mechanics]] and [[Combat Overview]]).
*  '''Ranged weapons''' (except Ocean Weapons) have a '''0.5s stationary delay''' before firing in PvM.
**  '''PvP Scaling''': This delay scales in PvP: '''1.0s delay at 25 Dex''', decreasing linearly to '''0.5s at 100 Dex'''.
*  '''Ocean Weapons''' ([[Fishing]]; Harpoons, Tridents) have a flat '''1.0s stationary delay''' in all situations.


==Swing Speed Bonuses==
== Damage Delays in PvP ==
{{main|Swing Speed}}
*   Ranged Weapon attacks in '''PvP''' have a randomized damage delay '''after''' the hit connects, based on the attacker's Dexterity.
* Swing Speed is the amount of time between weapon swings for the class or weapon type you are using
*   The delay scales randomly between '''0 seconds''' (at 100 Dex) and '''0.5 seconds''' (at 25 Dex or lower). This does not affect the hit chance or swing timer itself, only when the damage number appears.
* Swing Speed is affected by your current Stamina, up to a maximum of 100 Stamina
* Swing Speed can be increased in several ways; [[Template:FoodSatisfaction|Delectable Foods]], [[Air Aspect|Air]]/[[Holy Aspect|Holy]] Aspects, [[Chivalry]]/[[Focus]]/[[Taste Identification|Taste ID]]/[[Cooking]]/[[Resisting Spells]] Skills, [[Mastery Chain|Effective Chivalry/Swing Speed Increase]] Links, and [[Weapon and Parry Codex|Fencing/Wrestling Codexes]]
* Swing Speed Increase is capped at 50% base, 60% Hard Cap (with the [[Redline System|Redline]] System)
* Additionally Weapon Speed is hard capped at 0.5s per swing, regardless of Swing Speed Increase - your weapon can never swing faster than this


==Weapon Timers==
== Weapons Chart ==
* Weapons are Insta-Hit and Quick Switch, meaning once a player makes a weapon swing, the delay before they can make another weapon swing is based on the next weapon's normal swing delay
=== Weapon Roles ===
* Once a player swings a Halberd (3 second swing speed), they would only have to wait 1.5 seconds to equip and swing a katana (1.5 second swing speed)
Weapons are generally grouped into roles based on their speed and damage potential:
* Ranged weapons (excluding Ocean Weapons) have a flat .5 second stationary delay requiring players, regardless of their Dexterity, to stay in place before firing
*   '''Interrupt''': Fast weapons (e.g., Kryss, Katana, Club) used to disrupt spellcasting quickly.
** Stationary delays scale in PvP based on a player's Dex, scaling from 1.0 seconds (25 Dex or lower) down to 0.5s (100 Dex or higher)
*   '''Grinding (Light/Medium)''': Weapons offering steady damage over time.
* Ocean Weapons (Harpoons, Tridents, etc) have a flat 1.0 second Stationary Delay
**  '''Light''' typically refers to faster one-handed weapons (e.g., Warfork, Longsword, Mace).
 
**  '''Medium''' typically refers to moderate speed two-handed weapons (e.g., Short Spear, Battle Axe, Quarter Staff).
==Damage Delays in PvP==
*   '''Burst''': Slow weapons with high maximum damage, useful for coordinated damage spikes (e.g., Spear, Halberd, Warhammer).
* When attacking with a Ranged Weapon in PvP, the damage on hits will now have a delay that randomizes and scales based on Dex, with max delay ranging from between 0 seconds (100 Dex or higher) up to 0.5 seconds (25 Dex or lower)
 
==Weapons Chart==
===Weapon Roles===
* Weapons on Outlands are typically grouped together by their "role" within PvP such as:
** Interrupt: Fast weapons intended to interrupt opponent's spellcasts or apply constant pressure
** Grinding (Light/Medium): Average speed weapons that "grind" an opponent down with consistantly above average damage-over-time ("Light" being one-handed, and "Medium" being two-handed)
** Burst: Slow weapons that have a high potential maximum damage per swing, that when combined with a precast spell can generate a large amount of "burst" damage over a very short period


{{WeaponsChart}}
{{WeaponsChart}}
'''Note:''' Two-Handed Close Range Weapons (Non-Archery/Fishing/Arcane) grant players a '''+20% Damage Bonus''' towards Creatures in PvM to offset the inability to use a shield.


==Armor Values==
== Armor Mechanics ==
The cumulative total Armor Value of all equipped armor pieces is used to determine the damage reduced by physical attacks. Physical attacks traditionally refer to melee attacks from monsters and players, but also can include monster breath attacks or even some devastating champion or boss effects.
=== Armor Rating (AR) ===
 
Armor reduces incoming '''physical damage''' (melee attacks, creature breath, certain boss abilities) based on the player's total '''Armor Rating (AR)'''. The reduction is randomized within a range:
 
*   '''Minimum Reduction:''' ` (Total AR / 3) % ` (e.g., ` 0.333 * Total AR `)
Physical Damage reduced by armor is randomized between:
*   '''Maximum Reduction:''' ` (Total AR * 2 / 3) % ` (e.g., ` 0.666 * Total AR `)
 
* Minimum Amount: (.333% * (Total Armor Value))
* Maximum Amount: (.666% * (Total Armor Value))
* So a player with 50 Armor Value will reduce melee damage between 16.5% to 33%.
 
 
Bonuses from GM or Magical Properties on Armor are as follows:
 
{| class="wikitable" style="text-align:center;"
|-
! Type
! Armor Value
|-
| Defense
| +20%
|-
| GM or Guarding
| +40%
|-
| Hardening
| +60%
|-
| Fortification
| +80%
|-
| Invulnerability
| +100%
|}
 
 
===Durability===
* Weapon and Armor suffer a penalty when they reach 0 Hit Points and are considered "Broken"
 
====Weapon Durability====
* Broken weapons suffer a 25% Penalty to Damage Dealt
* Starting Durability of weapons is now 50 Hit Points
 
====Spellbook and Arcane Staff Durability====
* Broken Spellbooks and Arcane Staves suffer a 25% Penalty to Spell Damage
* Starting Durability of Spellbooks is now 150 Hit Points


====Armor Durability====
'''Example:'''
* Broken armor suffers a 50% Penalty to Armor Rating
*   A player with '''50 Total AR''' reduces incoming physical damage by '''16.65%''' to '''33.3%'''.
* Starting Durability of armor is now 50 Hit Points


=== Durability ===
Armor and weapons lose durability with use and suffer penalties when durability reaches 0 HP.
*  '''Weapon Durability:'''
**  Broken weapons (0 HP) suffer '''-25% damage'''.
**  Default max durability: '''50 HP''' (can be increased by [[Modifiers|material]] and magical properties).
*  '''Spellbook & Arcane Staff Durability:'''
**  Broken books/staves (0 HP) suffer '''-25% spell damage'''.
**  Default max durability: '''150 HP''' (can be increased by material and magical properties).
*  '''Armor Durability:'''
**  Broken armor pieces (0 HP) provide '''-50% of their AR'''.
**  Default max durability: '''50 HP''' (can be increased by material and magical properties).


==Armor and Meditation==
=== Meditation & Armor ===
* Base passive mana regen rate is 1 mana restored every 2 seconds
{{Main|Meditation}}
* Mana regen rate is increased by (100% * (Meditation skill / 100))
Armor hinders passive mana regeneration based on its type and location.
* Mana regen rate is increased by (100% if player is actively meditating)
*   '''Base Mana Regen:''' 1 mana per 2 seconds.
* Mana regen rate is penalized by (2% * (player's Total Armor Meditation Penalty))
*   '''Passive Meditation Bonus:''' +100% regen (requires 50+ Meditation, 50+ Focus).
* Maximum mana regen rate possible is 1 mana restored every .5 seconds
*   '''Active Meditation Bonus:''' Additional +100% regen (requires using Meditation skill).
* Minimum mana regen rate possible is 1 mana restored every 8 seconds
*   '''Armor Penalty Reduction:''' Mana regen rate is reduced by ` (2% * Total Armor Meditation Penalty) `.
* A player's Total Armor Meditation Penalty is equal to the combined Meditation Penalties of all armor worn
*   '''Max Regen Rate:''' 1 mana per 0.5 seconds.
* Each piece of armor a player wears has an Meditation Penalty equal to it's (Armor Location Penalty * Armor Material Penalty)
*   '''Min Regen Rate:''' 1 mana per 8 seconds.


{{MeditationPenalty}}
{{MeditationPenalty}}


Examples of Total Armor Meditation Penalties and its effect on a player's Mana Regen rate for full suits of a single material are as follows:
=== Stamina Fatigue & Armor ===
 
Heavier armor increases stamina loss when taking damage.
{| class="wikitable" style="text-align:center;"
*  '''Total Stamina Fatigue Penalty = (Total Armor Meditation Penalty / 2)'''
|-
*   '''Example:''' Full Chainmail armor (80% Meditation Penalty) results in a '''40% Stamina Fatigue Penalty''', meaning you lose 40% more stamina than normal when damaged.
! Material
! Meditation Penalty
! Mana Regen Rate
|-
| [[File:leatherchest.jpg|link=]]<br />No Armor or<br />Leather Armor
| 0%
| -0%
|-
| [[File:studdedchest.jpg|link=]]<br />Studded Armor
| 10%
| -40%
|-
| [[File:bonechest.jpg|link=]]<br />Bone Armor
| 25%
| -80%
|-
| [[File:ringmailchest.jpg|link=]]<br />Ringmail Armor
| 50%
| -120%
|-
| [[File:chainchest.jpg|link=]]<br />Chainmail Armor
| 75%
| -160%
|-
| [[File:platechest.jpg|link=]]<br />Platemail Armor
| 100%
| -200%
|}
 
==Armor and Magic Resist Ignoring==
* Any mechanic (Pet Ability/Trait, Aspect Armor Effect, Mastery Chain Bonus) that has a chance to Ignore Armor or Ignore Magic Resist, if successfully triggered against a creature that already effectively has 0 Armor or 0 Magic Resist respectively, will instead gain a +15% damage bonus to the attack or spell (this will never apply in PvP however) [https://forums.uooutlands.com/index.php?threads/patch-notes-for-february-14-2020.2739/ patch Feb 14,2020]
 
 
 
==Stamina Loss from Damage==
Whenever a player takes any damage (from spells, weapons, poison, etc) they will suffer a loss of stamina based on the amount of damage caused. The normal amount of stamina damage dealt is '''(Damage Amount / 5) * (Player Dex / 100).''' If the stamina loss amount has a decimal, that decimal amount simply becomes a percentage chance to round up the stamina loss amount. For instance, a stamina loss of 3.25 would be 3 stamina lost and a 25% chance to become 4 stamina lost. A stamina loss of .75 would simply be a 75% chance to lose 1 stamina.
 
 
When determining the stamina losses caused by '''melee attacks''', the Damage Amount used is based on the total damage of the attack before factoring in reductions for armor, parrying, or any other effects that will lower the amount of damage taken by the defender. A player who is hit by another player's '''Macing weapon''' will take '''+25% more stamina loss''' than normal from the attack. Additionally, players wearing armor types with meditation penalties will suffer further penalties to the amount of stamina losses they taken when suffering damage, as described below.
 
 
 
==Stamina Fatigue Penalties==
Armor pieces no longer have any Dexterity penalties conferred by wearing them. Instead, they now have a Stamina Fatigue penalty which increases the amount of stamina the wearer will lose when taking damage. A player's Total Stamina Fatigue Penalty is their (Total Armor Meditation Penalty / 2).
 
For example, a player wearing a full set of Chainmail armor (which has a 80% Total Armor Meditation Penalty) would have a Stamina Fatigue Penalty of 40%, meaning they would take lose 40% more stamina when taking damage than normal. Example stamina fatigue penalties from various full sets of armor are as follows:
 
{| class="wikitable" style="text-align:center;"
! [[File:leatherchest.jpg|link=]]<br />Leather
! [[File:studdedchest.jpg|link=]]<br />Studded
! [[File:bonechest.jpg|link=]]<br />Bone
! [[File:ringmailchest.jpg|link=]]<br />Ringmail
! [[File:chainchest.jpg|link=]]<br />Chainmail
! [[File:platechest.jpg|link=]]<br />Platemail
|-
| 0%
| +5%
| +12.5%
| +25%
| +37.5%
| +50%
|}
 
==Mindblast Spell==
The Mind Blast does additional damage to players based on their current Meditation Penalty from armor. The spell also does additional damage to creatures based on their armor value.
 
* The damage bonus to '''Players is (Total Meditation Penalty % / 3)'''
* The damage bonus to '''Creatures is (.25% * Total Armor Value)'''
 
So against a player wearing full plate (which has a 100% Total Meditation Penalty) the Mind Blast spell would inflict +50% damage. Against a creature with an Armor Rating of 100, the Mind Blast spell would inflict +25% damage.
 
==Armor Suit Summaries==
The Armor Values, Meditation Penalties, and Stamina Fatigue Penalties of full suits of armor of the following types are as follows:
 
{| class="wikitable" style="text-align:center;"
|-
! Material
! Base Armor
! Meditation Penalty
! Stamina Loss
! Mind Blast Damage
|-
| [[File:leatherchest.jpg|link=]]<br />Leather
| 25
| 0%
| +0%
| +0%
|-
| [[File:studdedchest.jpg|link=]]<br />Studded
| 30
| 10%
| +5%
| +5%
|-
| [[File:bonechest.jpg|link=]]<br />Bone
| 35
| 25%
| +12.5%
| +12.5%
|-
| [[File:ringmailchest.jpg|link=]]<br />Ringmail
| 40
| 50%
| +25%
| +25%
|-
| [[File:chainchest.jpg|link=]]<br />Chainmail
| 45
| 75%
| +37.5%
| +37.5%
|-
| [[File:platechest.jpg|link=]]<br />Platemail
| 50
| 100%
| +50%
| +50%
|}


{{ArmorChart}}
{{ArmorChart}}


 
=== Mind Blast & Armor ===
==Arms Lore==
The [[Magery|Mind Blast]] spell interacts with armor:
Players may use the [[Arms Lore]] skill on any Weapon, Armor, or Musical Instrument to view the base and player-effective stats for the item, regardless of the player's Arms Lore skill level. In the Arms Lore Window they can click a button in the upper right corner to switch to a personalized view that shows what effective values the item will have based on the player's stats and skills (such as Swing Delays being adjusted for that player Dexterity, or damage inflicted adjusted by Tactics, Anatomy, and Arms Lore as well as weapon properties).
*  '''Against Players:''' Deals bonus damage based on the target's '''Armor Meditation Penalty'''. Bonus = ` (33% * Target's Armor Meditation Penalty) `. Max +33% bonus vs full platemail (100% penalty).
 
*  '''Against Creatures:''' Deals bonus damage based on the creature's '''Total AR'''. Bonus = ` (0.25% * Total AR) `. Example: A creature with 100 AR takes +25% Mind Blast damage.
[[File:armsloregump1.jpg|link=Arms Lore]]
 
Base Values for armor pieces will show the individual armor's contribution to the player. The secondary page for armor shows what a full suit of that armor type would be contributing to the player. Players may also click on the View Player Stats Profile button to view a summary of all their equipped gear. This window can alternatively be launched by using the Arms Lore skill and targeting the player themselves or through the Outlands Help Menu.

Latest revision as of 04:12, 28 March 2025


Weapons and armor mechanics on Outlands feature various balance changes compared to classic servers, impacting both PvM and PvP.

General Mechanics

  • Insta-Hit & Quick Switch: Weapon swings occur instantly upon initiating the attack command. The timer for your next swing is determined by the weapon you *last swung*, not the one currently equipped. Switching from a slow weapon (e.g., Halberd) to a fast one (e.g., Katana) allows the faster weapon's swing timer to take effect immediately after the previous swing completes. See Combat Overview for more details.
  • Ranged Weapon Delay: Ranged weapons (Bows, Crossbows) have a flat 0.5-second stationary delay before firing, regardless of Dexterity in PvM. (PvP scaling applies based on Dexterity, see Weapon Timers).
  • Cumulative Armor Rating: Physical damage reduction is based on the total armor value of all worn pieces, not just the piece hit.
  • Cumulative Meditation Penalties: Mana regeneration penalties are based on the combined penalties of all worn armor pieces, not just the single worst piece.
  • Stamina Fatigue Penalty: Dexterity penalties on armor/shields are replaced by a Stamina Fatigue Penalty. This increases stamina loss when taking damage, scaling with the armor's Meditation Penalty.
  • Arms Lore Inspection: Use the Arms Lore skill to inspect detailed weapon and armor stats, including base damage, speed, durability, and modifiers.
  • Player Stats Profile: Access via the Paperdoll's Help menu or `[Stats` command to view equipped gear and overall combat statistics (Note: This window is currently reported as unreliable).

Colored Materials

Colored materials exist for Blacksmithy (ores), Tailoring (leathers), and Carpentry (boards), providing equivalent bonuses based on their tier (e.g., Dull Copper, Shadow, Copper, etc.).

  • Example 1: A Valorite Viking Sword (Blacksmithy) provides the same material bonuses as a Valewood Quarterstaff (Carpentry).
  • Example 2: A Shadow Iron Ringmail set (Blacksmithy) offers the same material bonuses as a Shadowhide Leather Armor set (Tailoring).

Accuracy Bonuses

Melee accuracy bonuses from materials, magical properties (Modifiers), aspects, and mastery chains are capped by the player's printed weapon skill.

Examples:

  • A player with 100 Swordsmanship can benefit from up to +100% total melee accuracy bonus from items/effects.
  • A player with 50 Swordsmanship can benefit from up to +50% total melee accuracy bonus from items/effects.
  • A player with 0 Swordsmanship receives no benefit from accuracy-enhancing items/effects.
  • See Overcapping for how excess accuracy can translate to damage in PvM.

Swing Speed Bonuses

  • Swing Speed determines the delay between melee weapon attacks. Faster swing speed means lower delay.
  • Swing Speed is affected by current Stamina (up to 100 Stamina). Lower stamina increases swing delay.
  • Swing Speed can be increased (Swing Speed Increase or SSI) via various sources (see Swing Speed page for details).
  • SSI Cap: Normally +50%, can be increased to +60% via the Redline System.
  • Swing Delay Cap: Weapon swing speed is hard-capped at 0.5 seconds per swing, regardless of total SSI.
  • See Overcapping for how excess SSI can translate to damage in PvM.

Weapon Timers

  • Weapons are Insta-Hit and Quick Switch (see General Mechanics and Combat Overview).
  • Ranged weapons (except Ocean Weapons) have a 0.5s stationary delay before firing in PvM.
    • PvP Scaling: This delay scales in PvP: 1.0s delay at 25 Dex, decreasing linearly to 0.5s at 100 Dex.
  • Ocean Weapons (Fishing; Harpoons, Tridents) have a flat 1.0s stationary delay in all situations.

Damage Delays in PvP

  • Ranged Weapon attacks in PvP have a randomized damage delay after the hit connects, based on the attacker's Dexterity.
  • The delay scales randomly between 0 seconds (at 100 Dex) and 0.5 seconds (at 25 Dex or lower). This does not affect the hit chance or swing timer itself, only when the damage number appears.

Weapons Chart

Weapon Roles

Weapons are generally grouped into roles based on their speed and damage potential:

  • Interrupt: Fast weapons (e.g., Kryss, Katana, Club) used to disrupt spellcasting quickly.
  • Grinding (Light/Medium): Weapons offering steady damage over time.
    • Light typically refers to faster one-handed weapons (e.g., Warfork, Longsword, Mace).
    • Medium typically refers to moderate speed two-handed weapons (e.g., Short Spear, Battle Axe, Quarter Staff).
  • Burst: Slow weapons with high maximum damage, useful for coordinated damage spikes (e.g., Spear, Halberd, Warhammer).
Weapons Chart
Speed Sec/Swing Base DiceCount DiceMax MinDmg MaxDmg Avg Dmg Avg Dmg
vs 35AR
Avg Dmg
vs 95AR
Avg DPS Avg DPS
35AR
Avg DPS
95AR
Sec/Swing
40% SSi
Sec/Swing
50% SSi
Sec/Swing
60% SSi
Interrupt
Fencing 58 1.29 4 4 4 8 20 14 11.57 7.42 10.85 8.97 5.75 0.77 0.65 0.52 (1H) Kryss, Assassin's Knife, Hunting Knife, Kukri
Swordsmanship 56 1.34 5 5 3 10 20 15 12.4 7.95 11.19 9.25 5.93 0.8 0.67 0.54 (1H) Katana, Cutlass, Scimitar
Mace Fighting 54 1.39 3 6 3 9 21 15 12.40 7.95 10.79 8.92 5.72 0.83 0.7 0.56 (1H) Club, Hammerpick, War Axe, Cudgel, Skull Club
Grinding (Light)
Fencing 50 1.5 7 4 4 11 23 17 14.05 9.01 11.33 9.37 6.01 0.9 0.75 0.6 (1H) Warfork, Epee, Rapier, Fencing Sabre
Swordsmanship 48 1.56 8 5 3 13 23 18 14.88 9.54 11.54 9.54 6.12 0.94 0.78 0.62 (1H) Longswords, Broadsword, Viking Sword, Norse Axe
Mace Fighting 46 1.63 6 6 3 12 24 18 14.88 9.54 11.04 9.13 5.85 0.98 0.82 0.65 (1H) Mace, Maul, War Mace, Flanged Mace, Flail, (2H) Pickaxe
Archery 34 2.21 9 4 4 13 25 19 15.71 10.07 8.6 7.11 4.56 1.33 1.11 0.88 (2H) Bow, Hunting Bow, Recurve Bow
Wrestling 50 1.5 8 5 3 13 23 18 14.88 9.54 12 9.92 6.36 0.9 0.75 0.6 (2H) Martial Manual, Cestus, Fistblade
Grinding (Medium)
Fencing 40 1.88 9 4 6 13 33 23 19.02 12.18 12.23 10.12 6.48 1.13 0.94 0.75 (2H) Short Spear, Pitchfork
Swordsmanship 38 1.97 12 5 4 17 32 24.5 20.26 12.98 12.44 10.28 6.59 1.18 0.99 0.79 (2H) Axe, Battle Axe, Double Axe, Large Battle Axe, Executioner's Axe, Two-Handed Axe, Hatchet
Mace Fighting 36 2.08 9 6 4 15 33 24 19.84 12.71 11.54 9.54 6.11 1.25 1.04 0.83 (2H) Gnarled Staff, Black Staff, Quarters Staff, Shepherds Crook
Archery 28 2.68 11 4 6 15 35 25 20.67 13.24 9.33 7.71 4.94 1.61 1.34 1.07 (1H) Crossbow, Balestra, Pistol Crossbow
Burst
Fencing 30 2.5 13 4 6 17 37 27 22.32 14.3 10.8 8.93 5.72 1.5 1.25 1 (2H) Spear, Sarissa
Swordsmanship 25 3 16 5 6 21 46 33.5 27.7 17.75 11.17 9.23 5.92 1.8 1.5 1.2 (2H) Halberd, Bardiche, Zweihander, Great Axe
Mace Fighting 27 2.78 12 6 5 18 42 30 24.80 15.89 10.79 8.92 5.72 1.67 1.39 1.11 (2H) Warhammer, Great Sledge, Great Mace, Giant Spiked Mace, Giant Club
Archery 20 3.75 13 4 8 17 45 31 25.63 16.42 8.27 6.83 4.38 2.25 1.88 1.5 (2H) Heavy Crossbow, Rampart Crossbow, Great Bow
Fishing 20 3.75 14 4 8 15 43 29 23.98 15.36 7.73 6.39 4.1 2.25 1.88 1.5 (2H) Harpoon, Trident
Arcane 20 3.75 6 6 3 12 24 18 14.88 9.54 4.8 3.97 2.54 2.25 1.88 1.5 (2H) Arcane Staves
Swing Speed Caps at 60% - Seconds per Swing Caps at 0.50 seconds per swing (highlighted in red - currently none)
Training Weapons - Training weapons all have normalized attack speed and damage dealing a max of 1 HP per swing
Two Handed Weapons in PvM - Two-Handed Close Range Weapons (Non-Archery) grant players a 20% Damage Bonus towards Creatures
(This is to offset not being able to use a shield)

Note: Two-Handed Close Range Weapons (Non-Archery/Fishing/Arcane) grant players a +20% Damage Bonus towards Creatures in PvM to offset the inability to use a shield.

Armor Mechanics

Armor Rating (AR)

Armor reduces incoming physical damage (melee attacks, creature breath, certain boss abilities) based on the player's total Armor Rating (AR). The reduction is randomized within a range:

  • Minimum Reduction: ` (Total AR / 3) % ` (e.g., ` 0.333 * Total AR `)
  • Maximum Reduction: ` (Total AR * 2 / 3) % ` (e.g., ` 0.666 * Total AR `)

Example:

  • A player with 50 Total AR reduces incoming physical damage by 16.65% to 33.3%.

Durability

Armor and weapons lose durability with use and suffer penalties when durability reaches 0 HP.

  • Weapon Durability:
    • Broken weapons (0 HP) suffer -25% damage.
    • Default max durability: 50 HP (can be increased by material and magical properties).
  • Spellbook & Arcane Staff Durability:
    • Broken books/staves (0 HP) suffer -25% spell damage.
    • Default max durability: 150 HP (can be increased by material and magical properties).
  • Armor Durability:
    • Broken armor pieces (0 HP) provide -50% of their AR.
    • Default max durability: 50 HP (can be increased by material and magical properties).

Meditation & Armor

Armor hinders passive mana regeneration based on its type and location.

  • Base Mana Regen: 1 mana per 2 seconds.
  • Passive Meditation Bonus: +100% regen (requires 50+ Meditation, 50+ Focus).
  • Active Meditation Bonus: Additional +100% regen (requires using Meditation skill).
  • Armor Penalty Reduction: Mana regen rate is reduced by ` (2% * Total Armor Meditation Penalty) `.
  • Max Regen Rate: 1 mana per 0.5 seconds.
  • Min Regen Rate: 1 mana per 8 seconds.

Armor Location Penalty


Shield

Chest

Legs

Arms

Helmet

Gloves

Gorget
35% 35% 22% 15% 14% 7% 7%

Armor Material Penalty

Image Material Penalty
No Armor, Leather Armor, Buckler, or Wooden Shield 0%
Studded Armor or Wooden Kite Shield 20%
Bone Armor, Metal Shield or Bone Shield 40%
Ringmail Armor or Bronze Shield 60%
Chainmail Armor or Metal Kite Shield 80%
Platemail Armor, Heater Shield, or Chaos/Order Shield 100%

Example

A player wearing a suit of all studded leather but with a platemail gorget would have:

(.35 * .20) + (.22 * .20) + (.15 * .20) + (.14 * .20) + (.07 * .20) + (.07 * 1.0)) = 25.6% Total Armor Meditation Penalty.

Which would result in a (2 * 25.6%) = -51.2% effect on their Mana Regen rate.

Stamina Fatigue & Armor

Heavier armor increases stamina loss when taking damage.

  • Total Stamina Fatigue Penalty = (Total Armor Meditation Penalty / 2)
  • Example: Full Chainmail armor (80% Meditation Penalty) results in a 40% Stamina Fatigue Penalty, meaning you lose 40% more stamina than normal when damaged.
Piece Material Armor Rating Material Penalty Location Penalty
Chest/
Bustier
Leather 9 0% 35%
Studded 11 10%
Bone 12 25%
Ringmail 14 50%
Chainmail 16 75%
Platemail 18 100%
Legs/
Skirt
Leather 6 0% 22%
Studded 7 10%
Bone 8 25%
Ringmail 9 50%
Chainmail 10 75%
Platemail 11 100%
Arms Leather 4 0% 15%
Studded 5 10%
Bone 5 25%
Ringmail 6 50%
Chainmail 7 75%
Platemail 8 100%
Gloves Leather 2 0% 7%
Studded 2 10%
Bone 2 25%
Ringmail 3 50%
Chainmail 3 75%
Platemail 4 100%
Gorget Leather 2 0% 7%
Studded 2 10%
Bone 2 25%
Ringmail 3 50%
Chainmail 3 75%
Platemail 4 100%
Helmet Leather 4 0% 14%
Studded 4 10%
Bone 5 25%
Ringmail
Orc Helm
6 50%
Chainmail 6 75%
Platemail 7 100%
Shield Buckler
Wooden
4 0% 35%
Wooden Kite 5 10%
Metal 6 25%
Bronze 7 50%
Metal Kite 8 75%
Heater
Order
Chaos
9 100%
Non-GM, NPC bought armors

Mind Blast & Armor

The Mind Blast spell interacts with armor:

  • Against Players: Deals bonus damage based on the target's Armor Meditation Penalty. Bonus = ` (33% * Target's Armor Meditation Penalty) `. Max +33% bonus vs full platemail (100% penalty).
  • Against Creatures: Deals bonus damage based on the creature's Total AR. Bonus = ` (0.25% * Total AR) `. Example: A creature with 100 AR takes +25% Mind Blast damage.