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Armor & Weapons

From Fiend's Outlands Wiki


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

Melee accuracy bonuses from materials, magical properties, aspects, and mastery chains are 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

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%.

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.

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.

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

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.

  • 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.