Players can reduce damage from physical attacks by wearing armor. Armor provides an armor rating which is an approximation of the damage reduction that will occur when hit. Armor can be crafted by players, looted from monsters, and have magical properties. Crafting armor will result in equipment that is either average, below average, or exceptional quality. Magical armor can be found from monsters in the world or crafted using powerful Runic Hammers. Magical armor can be more durable and more protective than non magical armor.
When hit with a physical attack, a weighted random chance is rolled to select the piece of armor that was hit. The piece of armor that was hit is then used to determine the base armor reduction value based on it’s specific armor rating and random chance. Some equipment may become worn more quickly due to being hit more often, such as the largest piece, the chest.
Armor Type |
Armor Type penalty |
Armor Rating |
Meditation possible |
Chest % |
Head % |
Legs % |
Shield % |
---|---|---|---|---|---|---|---|
Cloth | 0% | 0 | Yes | 51% | 21% | 28% | special 35% |
Leather | 10% | 13 | Yes | 51% | 21% | 28% | special 35% |
Studded | 20% | 16 | No | 51% | 21% | 28% | special 35% |
Ringmail | 60% | 20 | No | 51% | 21% | 28% | special 35% |
Chainmail | 80% | 23 | No | 51% | 21% | 28% | special 35% |
Bone | 40% | 23 | No * | 51% | 21% | 28% | special 35% |
Platemail | 100% | 30 | No | 51% | 21% | 28% | special 35% |
Shields also reduce damage taken from physical attacks but they function a little differently than armor. When successfully parrying an attack with a shield, using the parrying skill, a portion of damage is reduced in addition to the damage reduced by armor. A shield will only lose durability when a block occurs. The larger the armor rating of a shield the lower the chance to block with it, but the amount of damage mitigated will be larger than a smaller shield.
Name | Required Stats | Weight | Armor Rating | Durability | Armor Penalty |
---|---|---|---|---|---|
Buckler | 16 Strength | 5 | 10 | 40-50 | 0% |
Bronze Shield | 20 Strength | 8 | 13 | 40-50 | 60% |
Metal Shield | 10 Strength | 7 | 12 | 50-65 | 40% |
Kite Shield | 30 Strength | 8 | 19 | 45-60 | 80% |
Wooden Shield | 5 Strength | 5 | 11 | 35-55 | 0% |
Wooden Kite Shield | 15 Strength | 7 | 15 | 50-65 | 20% |
Heater Shield | 30 Strength | 9 | 26 | 50-65 | 100% |
Mage Buckler (Spell Channeling) |
16 Strength 40 Intelligence | 6 | 16 | 45-60 | 0% |
Cloth armor does not provide armor rating but has a 0% armor penalty.
Leather has an armor penalty of 10% and does not prevent meditation.
Studded has an armor penalty of 20% and does prevent meditation.
Name | Strength Required | Weight | Armor Rating | Armor Distribution Factor |
Durability |
---|---|---|---|---|---|
Leather Cap | 15 | 5 | 13 (2.7) | 21% | 60-80 |
Bear Mask | 20 | 5 | 13 (2.7) | 21% | 65-85 |
Leather Tunic | 15 | 8 | 13 (6.6) | 51% | 60-80 |
Leather Leggings | 10 | 6 | 13 (3.7) | 28% | 60-80 |
Studded Tunic | 35 | 9 | 16 (8.1) | 51% | 65-90 |
Studded Leggings | 35 | 9 | 16 (4.4) | 28% | 65-90 |
Armor Rating (AR) calculations:
Ringmail has an armor penalty of 60% and prevents meditation.
Chainmail has an armor penalty of 80% and prevents meditation.
Platemail has an armor penalty of 100% and prevents meditation.
Name | Strength Required | Weight | Armor Rating | Durability |
---|---|---|---|---|
Bascinet | 10 | 7 | 18 (3.8) | 90-100 |
Norse Helm | 40 | 7 | 30 (6.3) | 90-120 |
Plate Helm | 40 | 7 | 30 (6.3) | 100-130 |
Platemail Chest | 60 | 12 | 30 (15.3) | 100-130 |
Platemail Legs | 60 | 12 | 30 (8.4) | 100-130 |
Open Helm | 40 | 7 | 30 (6.3) | 46-58 |
Chainmail Coif | 20 | 8 | 23 (4.9) | 90-120 |
Chainmail Tunic | 20 | 9 | 23 (11.6) | 90-120 |
Chainmail Leggings | 20 | 9 | 23 (6.5) | 90-120 |
Ringmail Tunic | 20 | 17 | 20 (10.2) | 80-100 |
Ringmail Leggings | 20 | 17 | 20 (5.6) | 80-100 |
Bone armor has an armor penalty of 40% and prevents meditation.
Name | Strength Required | Weight | Armor Rating | Durability |
---|---|---|---|---|
Bone Helm | 40 | 4 | 23 (6) | 50-60 |
Bone Armor | 40 | 5 | 23 (14) | 50-60 |
Bone Leg Plates | 40 | 5 | 23 (8) | 50-60 |
Each armor class has an associated armor penalty which reduces the effectiveness of your mana regeneration and in some cases may prevent active meditation. Armor penalty also increases the effectiveness of tanking abilities from the parrying skill. Using heavier armors will help mitigate more physical damage but will also come at the expense of higher stamina damage and increased vulnerability to the Mindblast spell.
Your total armor penalty value is calculated for each slot of your armor equipment by multiplying the armor penalty for the equipment’s class and the equipment slot’s weighted ratio.
Slot Ratio | Armor Penalty |
---|---|
Chest | 51% |
Head | 21% |
Legs | 28% |
Shield | 35% |
Armor Class | Armor Penalty | Meditation |
---|---|---|
Cloth / Naked | 0% | Yes |
Leather | 10% | Yes |
Studded | 20% | No |
Bone | 40% | No |
Ringmail | 60% | No |
Chainmail | 80% | No |
Platemail | 100% | No |
When taking damage the player will incur stamina damage that is scaled by the amount of dexterity they have and their current armor penalty from the armor and shield they have equipped.
Stamina Damage = (Damage / 5) * (Dexterity / 100) * (1.0 + (Armor Penalty / 2))
This stamina damage can also be reduced with the Aegis tanking ability which will trigger when taunting monsters.
Magical armor can have one prefix and one suffix modifier. Exceptional crafted equipment receives an armor bonus of 10.
Modifier | Durability Bonus |
---|---|
Durable | +10 |
Substantial | +20 |
Massive | +30 |
Fortified | +40 |
Indestructible | +50 |
Modifier | Armor Bonus (PVE) | Armor Bonus (PVP) |
---|---|---|
Defense | +4 | +4 |
Guarding | +8 | +8 |
Hardening | +12 | +11 |
Fortification | +16 | +13 |
Invulnerability | +20 | +15 |
HardeningBonus * HeadHitProbability = 12 * 21% = 12 * 0.21 = 2.52
Quality | Armor Prefix | Armor Type (set) | Armor Suffix | Armor Rate of complete Armor set |
---|---|---|---|---|
Exceptional (AR +10) |
Massive (Durability +30) |
Leather Armor (AR +13) |
of Hardening (AR +12) |
10 + 13 + 12 = 35 |
Exceptional (AR +10) |
Massive (Durability +30) |
Bone Armor (AR +23) |
of Hardening (AR +12) |
10 + 23 + 12 = 45 |
Exceptional (AR +10) |
Massive (Durability +30) |
Plate Armor (AR +30) |
of Hardening (AR +12) |
10 + 30 + 12 = 52 |
Exceptional (AR +10) |
Plate Armor (AR +30) |
of Invulnerability (AR +15) |
10 + 30 + 15 = 55 | |
Exceptional (AR +10) |
Indestructible (Durability +50) |
Leather Armor (AR +13) |
of Invulnerability (AR +15) |
10 + 13 + 15 = 37 |