Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Armor & Weapons: Difference between revisions

From Fiend's Outlands Wiki
No edit summary
Tag: Manual revert
No edit summary
Line 1: Line 1:
[[Category:New Player]][[Category:Mechanics]][[Category:PvM]][[Category:PvP]][[Category:Crafting]]
[[Category:New Player]][[Category:Mechanics]][[Category:PvM]][[Category:PvP]][[Category:Crafting]]
==Summary==
* 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)
* Ranged weapons have a flat .5 second Stationary Delay regardless of player Dexterity
* 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 Overview''' ==
Weapons and armor mechanics on Outlands feature various balance changes to improve gameplay.


==Colored Materials==
* '''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.
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.
* '''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.'''


---


==Accuracy Bonuses==
== '''Colored Materials''' ==
[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.
In addition to traditional colored ores for blacksmithing, there are colored boards and colored leathers that serve as equivalents.


Examples:
For example:
* '''A Valorite Viking Sword''' provides the same material bonuses as a '''Valewood Quarterstaff'''.
* '''A Shadow Iron Ringmail''' set offers the same bonuses as a '''Shadowhide Leather Armor''' set.


* A player with 100 Swordsmanship can receive a max of up to +100% melee accuracy bonus from items
---
* A player with 50 Swordsmanship can receive a max of up to +50% melee accuracy bonus from items
* A player with 0 Swordsmanship can receive a max of up to +0% melee accuracy bonus from items


== '''Accuracy Bonuses''' ==
[http://forums.uooutlands.com/index.php?threads/patch-notes-for-august-22-2019.2411/ As per the August 22, 2019 patch], melee accuracy bonuses from materials, magical properties, aspects, and mastery chains are now capped by a player's melee skill.


==Swing Speed Bonuses==
'''Examples:'''
{{main|Swing Speed}}
* '''A player with 100 Swordsmanship''' can receive a maximum '''+100% melee accuracy bonus''' from items.
* Swing Speed is the amount of time between weapon swings for the class or weapon type you are using
* '''A player with 50 Swordsmanship''' can receive a maximum '''+50% melee accuracy bonus''' from items.
* Swing Speed is affected by your current Stamina, up to a maximum of 100 Stamina
* '''A player with 0 Swordsmanship''' receives '''no bonus''' from accuracy-enhancing items.
* 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 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
* 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)
* Ranged weapons (excluding Ocean Weapons) have a flat .5 second stationary delay requiring players, regardless of their Dexterity, to stay in place before firing
** 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)
* Ocean Weapons (Harpoons, Tridents, etc) have a flat 1.0 second Stationary Delay


==Damage Delays in PvP==
== '''Swing Speed Bonuses''' ==
* 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)
{{Main|Swing Speed}}


==Weapons Chart==
* '''Swing Speed''' determines the delay between weapon swings.
===Weapon Roles===
* '''Swing Speed is affected by current Stamina''', up to a max of '''100 Stamina'''.
* Weapons on Outlands are typically grouped together by their "role" within PvP such as:
* '''Swing Speed can be increased via:'''
** Interrupt: Fast weapons intended to interrupt opponent's spellcasts or apply constant pressure
** '''[[Template:FoodSatisfaction|Delectable Foods]]'''
** 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)
** '''[[Air Aspect|Air]]/[[Holy Aspect|Holy]] Aspects'''
** 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
** '''[[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.'''


{{WeaponsChart}}
---


==Armor Values==
== '''Weapon Timers''' ==
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.
* '''Weapons are Insta-Hit and Quick Switch.'''
* '''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.'''
* '''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.'''


---


Physical Damage reduced by armor is randomized between:
== '''Damage Delays in PvP''' ==
* '''Ranged Weapon PvP attacks have a randomized damage delay based on Dexterity.'''
* '''The delay scales between 0 seconds (100 Dex) and 0.5 seconds (25 Dex or lower).'''


* 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%.


== '''Weapons Chart''' ==
=== '''Weapon Roles''' ===
Weapons are grouped into PvP roles:


Bonuses from GM or Magical Properties on Armor are as follows:
* '''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.


{| class="wikitable" style="text-align:center;"
{{WeaponsChart}}
|-
! Type
! Armor Value
|-
| Defense
| +20%
|-
| GM or Guarding
| +40%
|-
| Hardening
| +60%
|-
| Fortification
| +80%
|-
| Invulnerability
| +100%
|}


---


===Durability===
== '''Armor Mechanics''' ==
* Weapon and Armor suffer a penalty when they reach 0 Hit Points and are considered "Broken"
### '''Armor Values'''
Armor reduces '''physical attack damage''' (melee, breath attacks, boss abilities) based on total armor value.


====Weapon Durability====
'''Damage reduction range:'''
* Broken weapons suffer a 25% Penalty to Damage Dealt
* '''Minimum:''' <code>0.333% * (Total Armor Value)</code>
* Starting Durability of weapons is now 50 Hit Points
* '''Maximum:''' <code>0.666% * (Total Armor Value)</code>


====Spellbook and Arcane Staff Durability====
'''Example:''' 
* Broken Spellbooks and Arcane Staves suffer a 25% Penalty to Spell Damage
* '''A player with 50 Armor Value reduces melee damage by 16.5% to 33%.'''
* Starting Durability of Spellbooks is now 150 Hit Points


====Armor Durability====
---
* Broken armor suffers a 50% Penalty to Armor Rating
* Starting Durability of armor is now 50 Hit Points


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


==Armor and Meditation==
* '''Weapon Durability:'''
* Base passive mana regen rate is 1 mana restored every 2 seconds
** '''Broken weapons suffer -25% damage.'''
* Mana regen rate is increased by (100% * (Meditation skill / 100))
** '''Starting durability: 50 HP.'''
* Mana regen rate is increased by (100% if player is actively meditating)
* Mana regen rate is penalized by (2% * (player's Total Armor Meditation Penalty))
* Maximum mana regen rate possible is 1 mana restored every .5 seconds
* Minimum mana regen rate possible is 1 mana restored every 8 seconds
* A player's Total Armor Meditation Penalty is equal to the combined Meditation Penalties of all armor worn
* Each piece of armor a player wears has an Meditation Penalty equal to it's (Armor Location Penalty * Armor Material Penalty)


{{MeditationPenalty}}
* '''Spellbook & Arcane Staff Durability:'''
** '''Broken books/staves suffer -25% spell damage.'''
** '''Starting durability: 150 HP.'''


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:
* '''Armor Durability:'''
** '''Broken armor suffers -50% armor rating.'''
** '''Starting durability: 50 HP.'''


{| class="wikitable" style="text-align:center;"
---
|-
! 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==
### '''Meditation & Armor'''
* 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]
* '''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}}


---


==Stamina Loss from Damage==
### '''Stamina Fatigue & Armor'''
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.
Dexterity penalties have been replaced with '''Stamina Fatigue Penalty''', increasing stamina loss when taking damage.


* '''Total Stamina Fatigue Penalty = (Total Armor Meditation Penalty / 2)'''
* '''Example: Chainmail armor (80% penalty) → 40% stamina fatigue penalty'''


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.
{{ArmorChart}}
 
 
 
==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)'''
### '''Mind Blast & Armor'''
* The damage bonus to '''Creatures is (.25% * Total Armor Value)'''
* '''Against Players:''' 
  <code>Total Meditation Penalty % / 3</code> 
  * '''Example: A 100% penalty results in +50% Mind Blast damage.'''


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.
* '''Against Creatures:''' 
 
  <code>0.25% * Total Armor Value</code>
==Armor Suit Summaries==
  * '''Example: A creature with 100 Armor takes +25% Mind Blast damage.'''
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}}


---


==Arms Lore==
== '''Viewing Weapon & Armor Stats''' ==
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).
Players can use the '''[[Arms Lore]]''' skill to view detailed stats of their equipped weapons and armor.


[[File:armsloregump1.jpg|link=Arms Lore]]
[[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.
* '''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.'''

Revision as of 02:33, 2 March 2025


Weapons and Armor Overview

Weapons and armor mechanics on Outlands feature various balance changes to improve gameplay.

  • 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.
  • 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

In addition to traditional colored ores for blacksmithing, there are colored boards and colored leathers that serve as equivalents.

For example:

  • A Valorite Viking Sword provides the same material bonuses as a Valewood Quarterstaff.
  • A Shadow Iron Ringmail set offers the same bonuses as a Shadowhide Leather Armor set.

---

Accuracy Bonuses

As per the August 22, 2019 patch, melee accuracy bonuses from materials, magical properties, aspects, and mastery chains are now capped by a player's melee skill.

Examples:

  • A player with 100 Swordsmanship can receive a maximum +100% melee accuracy bonus from items.
  • A player with 50 Swordsmanship can receive a maximum +50% melee accuracy bonus from items.
  • A player with 0 Swordsmanship receives no bonus from accuracy-enhancing items.

---

Swing Speed Bonuses

---

Weapon Timers

  • Weapons are Insta-Hit and Quick Switch.
  • 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.
  • 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

  • Ranged Weapon PvP attacks have a randomized damage delay based on Dexterity.
  • The delay scales between 0 seconds (100 Dex) and 0.5 seconds (25 Dex or lower).

---

Weapons Chart

Weapon Roles

Weapons are grouped into PvP roles:

  • 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.
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)

---

Armor Mechanics

      1. Armor Values

Armor reduces physical attack damage (melee, breath attacks, boss abilities) based on total armor value.

Damage reduction range:

  • Minimum: 0.333% * (Total Armor Value)
  • Maximum: 0.666% * (Total Armor Value)

Example:

  • A player with 50 Armor Value reduces melee damage by 16.5% to 33%.

---

      1. Durability

Armor and weapons degrade over time and suffer penalties when durability reaches 0 HP.

  • Weapon Durability:
    • Broken weapons suffer -25% damage.
    • Starting durability: 50 HP.
  • Spellbook & Arcane Staff Durability:
    • Broken books/staves suffer -25% spell damage.
    • Starting durability: 150 HP.
  • Armor Durability:
    • Broken armor suffers -50% armor rating.
    • Starting durability: 50 HP.

---

      1. 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: 2% * (player's Total Armor Meditation Penalty)
  • Max mana regen: 1 mana every 0.5 seconds.
  • Min mana regen: 1 mana every 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.

---

      1. Stamina Fatigue & Armor

Dexterity penalties have been replaced with Stamina Fatigue Penalty, increasing stamina loss when taking damage.

  • Total Stamina Fatigue Penalty = (Total Armor Meditation Penalty / 2)
  • Example: Chainmail armor (80% penalty) → 40% stamina fatigue penalty
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

---

      1. Mind Blast & Armor
  • Against Players:
 Total Meditation Penalty % / 3  
 * Example: A 100% penalty results in +50% Mind Blast damage.
  • Against Creatures:
 0.25% * Total Armor Value  
 * 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.

File:Armsloregump1.jpg

  • 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.