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Armor & Weapons: Difference between revisions

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[[Category:New Player]][[Category:PvM Mechanics]]
[[Category:New Player]]
Weapons and armor mechanics on Outlands feature various balance changes to improve gameplay.
[[Category:PvM Mechanics]]
[[Category:PvM]]
[[Category:PvP]]


* '''Weapons are Insta-Hit and Quick Switch''', meaning a player who swings with a halberd and then switches to a katana will only wait for the katana's swing delay before attacking again.
Weapons and armor mechanics on Outlands feature various balance changes compared to classic servers, impacting both PvM and PvP.
* '''Ranged weapons''' have a flat '''0.5-second stationary delay''', regardless of Dexterity.
* '''Armor Values are cumulative''', meaning melee damage reduction is based on total armor value rather than individual armor pieces.
* '''Meditation Penalties are cumulative''', rather than being dictated by the worst piece of armor worn.
* '''Dexterity penalties have been removed''' from armor/shields and replaced with a '''Stamina Fatigue Penalty''' that increases stamina loss when taking damage.
* '''Mind Blast deals more damage''' based on a player’s Meditation Penalty from armor.
* '''Players can inspect full weapon and armor stats via the [[Arms Lore]] skill.'''
* '''Players can access their [[Player Stats]] Profile page to view their equipped gear and overall stats.'''


== '''Colored Materials''' ==
== General Mechanics ==
In addition to traditional colored ores for blacksmithing, there are colored boards and colored leathers that serve as equivalents.
*  '''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''').


For example:
== Colored Materials ==
* '''A Valorite Viking Sword''' provides the same material bonuses as a '''Valewood Quarterstaff'''.
{{Main|Modifiers}}
* '''A Shadow Iron Ringmail''' set offers the same bonuses as a '''Shadowhide Leather Armor''' set.
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 ==
Melee accuracy bonuses from materials, magical properties, aspects, and mastery chains are capped by a player's melee skill.
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 receive a maximum '''+100% melee accuracy bonus''' from items.
*   A player with '''100 Swordsmanship''' can benefit from up to '''+100%''' total melee accuracy bonus from items/effects.
* '''A player with 50 Swordsmanship''' can receive a maximum '''+50% melee accuracy bonus''' from items.
*   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 bonus''' from accuracy-enhancing items.
*   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 Bonuses ==
{{Main|Swing Speed}}
{{Main|Swing Speed}}
*  '''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.


* '''Swing Speed''' determines the delay between weapon swings.
== Weapon Timers ==
* '''Swing Speed is affected by current Stamina''', up to a max of '''100 Stamina'''.
*   Weapons are '''Insta-Hit''' and '''Quick Switch''' (see [[#General Mechanics|General Mechanics]] and [[Combat Overview]]).
* '''Swing Speed can be increased via:'''
*   '''Ranged weapons''' (except Ocean Weapons) have a '''0.5s stationary delay''' before firing in PvM.
** '''[[Template:FoodSatisfaction|Delectable Foods]]'''
**   '''PvP Scaling''': This delay scales in PvP: '''1.0s delay at 25 Dex''', decreasing linearly to '''0.5s at 100 Dex'''.
** '''[[Air Aspect|Air]]/[[Holy Aspect|Holy]] Aspects'''
*   '''Ocean Weapons''' ([[Fishing]]; Harpoons, Tridents) have a flat '''1.0s stationary delay''' in all situations.
** '''[[Chivalry]]/[[Focus]]/[[Taste Identification|Taste ID]]/[[Cooking]]/[[Resisting Spells]] Skills'''
** '''[[Mastery Chain|Swing Speed Increase]] Links'''
** '''[[Weapon and Parry Codex|Fencing/Wrestling Codexes]]'''
* '''Swing Speed Increase cap: 50% base, 60% Hard Cap (with the [[Redline System|Redline System]])'''
* '''Weapon Speed is capped at 0.5s per swing, regardless of Swing Speed Increase.'''


== '''Weapon Timers''' ==
== Damage Delays in PvP ==
* '''Weapons are Insta-Hit and Quick Switch.'''
*   Ranged Weapon attacks in '''PvP''' have a randomized damage delay '''after''' the hit connects, based on the attacker's Dexterity.
* '''After attacking with a halberd (3.0s swing speed), equipping and attacking with a katana (1.5s swing speed) would take only 1.5 seconds.'''
*   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.
* '''Ranged weapons (except Ocean Weapons) have a 0.5s stationary delay before firing.'''
** '''PvP scaling''': '''1.0s delay at 25 Dex, decreasing to 0.5s at 100 Dex.'''
* '''Ocean Weapons (Harpoons, Tridents, etc.) have a flat 1.0s stationary delay.'''


== '''Damage Delays in PvP''' ==
== Weapons Chart ==
* '''Ranged Weapon PvP attacks have a randomized damage delay based on Dexterity.'''
=== Weapon Roles ===
* '''The delay scales between 0 seconds (100 Dex) and 0.5 seconds (25 Dex or lower).'''
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.
== '''Weapons Chart''' ==
*   '''Grinding (Light/Medium)''': Weapons offering steady damage over time.
=== '''Weapon Roles''' ===
**   '''Light''' typically refers to faster one-handed weapons (e.g., Warfork, Longsword, Mace).
Weapons are grouped into PvP roles:
**   '''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).
* '''Interrupt''' Fast weapons used to disrupt spellcasting.
* '''Grinding (Light/Medium)''' – Steady damage over time.
** '''Light''' = One-handed weapons.
** '''Medium''' = Two-handed weapons.
* '''Burst''' Slow weapons with high max damage, useful for burst combos.


{{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 Mechanics''' ==
== Armor Mechanics ==
==='''Armor Values'''===
=== Armor Rating (AR) ===
Armor reduces '''physical attack damage''' (melee, breath attacks, boss abilities) based on total armor value.
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 `)
'''Damage reduction range:'''
*   '''Maximum Reduction:''' ` (Total AR * 2 / 3) % ` (e.g., ` 0.666 * Total AR `)
* '''Minimum:''' <code>0.333% * (Total Armor Value)</code>
* '''Maximum:''' <code>0.666% * (Total Armor Value)</code>


'''Example:'''
'''Example:'''
* '''A player with 50 Armor Value reduces melee damage by 16.5% to 33%.'''
*   A player with '''50 Total AR''' reduces incoming physical damage by '''16.65%''' to '''33.3%'''.


==='''Durability'''===
=== Durability ===
Armor and weapons degrade over time and suffer penalties when durability reaches '''0 HP'''.
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).


* '''Weapon Durability:'''
=== Meditation & Armor ===
** '''Broken weapons suffer -25% damage.'''
{{Main|Meditation}}
** '''Starting durability: 50 HP.'''
Armor hinders passive mana regeneration based on its type and location.
 
*   '''Base Mana Regen:''' 1 mana per 2 seconds.
* '''Spellbook & Arcane Staff Durability:'''
*   '''Passive Meditation Bonus:''' +100% regen (requires 50+ Meditation, 50+ Focus).
** '''Broken books/staves suffer -25% spell damage.'''
*   '''Active Meditation Bonus:''' Additional +100% regen (requires using Meditation skill).
** '''Starting durability: 150 HP.'''
*   '''Armor Penalty Reduction:''' Mana regen rate is reduced by ` (2% * Total Armor Meditation Penalty) `.
 
*   '''Max Regen Rate:''' 1 mana per 0.5 seconds.
* '''Armor Durability:'''
*   '''Min Regen Rate:''' 1 mana per 8 seconds.
** '''Broken armor suffers -50% armor rating.'''
** '''Starting durability: 50 HP.'''
 
==='''Meditation & Armor'''===
* '''Base mana regen: 1 mana every 2 seconds.'''
* '''Passive meditation: +100% mana regen.'''
* '''Active meditation: +100% additional mana regen.'''
* '''Armor Meditation Penalty reduces regen by:''' <code>2% * (player's Total Armor Meditation Penalty)</code>
* '''Max mana regen: 1 mana every 0.5 seconds.'''
* '''Min mana regen: 1 mana every 8 seconds.'''


{{MeditationPenalty}}
{{MeditationPenalty}}


==='''Stamina Fatigue & Armor'''===
=== Stamina Fatigue & Armor ===
Dexterity penalties have been replaced with '''Stamina Fatigue Penalty''', increasing stamina loss when taking damage.
Heavier armor increases stamina loss when taking damage.
 
*   '''Total Stamina Fatigue Penalty = (Total Armor Meditation Penalty / 2)'''
* '''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.
* '''Example: Chainmail armor (80% penalty) 40% stamina fatigue penalty'''


{{ArmorChart}}
{{ArmorChart}}


==='''Mind Blast & Armor'''===
=== Mind Blast & Armor ===
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 [[Magery|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 Players:'''
'''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.
 
<code>(33% * Target's Meditation Penalty Due to Armor)</code> 
 
* Example: A player wearing full platemail armor has 100% meditation penalty resulting in +33% Mind Blast damage.
 
'''Against Creatures:'''
 
<code>0.25% * Total Armor Value</code> 
 
* Example: A creature with 100 Armor takes +25% Mind Blast damage.
 
== '''Viewing Weapon & Armor Stats''' ==
Players can use the '''[[Arms Lore]]''' skill to view detailed stats of their equipped weapons and armor.
* '''The Arms Lore Window displays:'''
** '''Base and effective weapon stats.'''
** '''Full armor suit values.'''
** '''Player-specific adjustments''' (e.g., Swing Delays, Tactics modifiers).
* '''Players can also access their [[Player Stats]] Profile to view a full summary of their gear.'''

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.