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Armor & Weapons

From Fiend's Outlands Wiki
Revision as of 02:07, 2 March 2025 by Fiend (talk | contribs)


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.

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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.

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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.

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Swing Speed Bonuses

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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**.

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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).**

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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)

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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%.

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      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.

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      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.

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      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

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      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**.

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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.