Armor & Weapons
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
Colored Materials
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.
Accuracy Bonuses
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.
Examples:
- 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
Swing Speed Bonuses
Main article: Swing Speed
- Swing Speed is the amount of time between weapon swings for the class or weapon type you are using
- Swing Speed is affected by your current Stamina, up to a maximum of 100 Stamina
- Swing Speed can be increased in several ways; Delectable Foods, Air/Holy Aspects, Chivalry/Focus/Taste ID/Cooking Skills, Effective Chivalry/Swing Speed Increase Links, and Fencing/Wrestling Codexes
- Swing Speed Increase is capped at 50% base, 65% Soft Cap (with Focus Skil), and 75% Hard Cap (with the 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 have a flat .5 second stationary delay requiring players, regardless of their Dexterity, to stay in place before firing
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 | 3 | 2 | 8 | 5 | 19 | 12 | 9.92 | 5.70 | 9.28 | 7.67 | 4.40 | 0.77 | 0.65 | 0.52 | (1H) Kryss, Assassin's Knife, Hunting Knife, Kukri |
Swordsmanship | 56 | 1.34 | 2 | 3 | 6 | 5 | 20 | 12.5 | 10.34 | 5.93 | 9.33 | 7.72 | 4.43 | 0.80 | 0.67 | 0.54 | (1H) Katana, Cutlass, Scimitar |
Mace Fighting | 54 | 1.39 | 3 | 4 | 4 | 7 | 19 | 13 | 10.75 | 6.17 | 9.36 | 7.74 | 4.44 | 0.83 | 0.70 | 0.56 | (1H) Club, Hammerpick, War Axe, Cudgel, Skull Club |
Grinding (Light) | |||||||||||||||||
Fencing | 50 | 1.50 | 1 | 2 | 13 | 3 | 27 | 15 | 12.41 | 7.12 | 10.00 | 8.27 | 4.75 | 0.90 | 0.75 | 0.60 | (1H) Warfork, Epee, Rapier, Fencing Sabre |
Swordsmanship | 48 | 1.56 | 2 | 3 | 8 | 5 | 26 | 15.5 | 12.82 | 7.36 | 9.92 | 8.20 | 4.71 | 0.94 | 0.78 | 0.62 | (1H) Longswords, Broadsword, Viking Sword, Norse Axe |
Mace Fighting | 46 | 1.63 | 4 | 5 | 4 | 9 | 24 | 16.5 | 13.65 | 7.83 | 10.12 | 8.37 | 4.80 | 0.98 | 0.82 | 0.65 | (1H) Mace, Maul, War Mace, Flanged Mace, Flail, (2H) Pickaxe |
Archery | 34 | 2.21 | 5 | 3 | 8 | 7 | 31 | 19 | 15.71 | 9.02 | 8.61 | 7.12 | 4.09 | 1.33 | 1.11 | 0.88 | (2H) Bow, Hunting Bow, Recurve Bow |
Wrestling | 50 | 1.50 | 1 | 2 | 13 | 3 | 27 | 15 | 12.41 | 7.12 | 10.00 | 8.27 | 4.75 | 0.90 | 0.75 | 0.60 | (2H) Martial Manual, Cestus, Fistblade |
Grinding (Medium) | |||||||||||||||||
Fencing | 40 | 1.88 | 5 | 2 | 14 | 7 | 33 | 20 | 16.54 | 9.49 | 10.67 | 8.82 | 5.06 | 1.13 | 0.94 | 0.75 | (2H) Short Spear, Pitchfork |
Swordsmanship | 38 | 1.97 | 7 | 3 | 8 | 10 | 31 | 20.5 | 16.95 | 9.73 | 10.39 | 8.59 | 4.93 | 1.18 | 0.99 | 0.79 | (2H) Axe, Battle Axe, Double Axe, Executioner's Axe, Hatchet |
Mace Fighting | 36 | 2.08 | 9 | 5 | 4 | 14 | 29 | 21.5 | 17.78 | 10.20 | 10.32 | 8.53 | 4.90 | 1.25 | 1.04 | 0.83 | (2H) Gnarled Staff, Black Staff, Quarters Staff, Shepherds Crook |
Archery | 28 | 2.68 | 6 | 4 | 8 | 9 | 39 | 24 | 19.85 | 11.39 | 8.96 | 7.41 | 4.25 | 1.61 | 1.34 | 1.07 | (1H) Crossbow, Balestra, Pistol Crossbow |
Burst | |||||||||||||||||
Fencing | 30 | 2.50 | 6 | 2 | 16 | 8 | 38 | 23 | 19.02 | 10.92 | 9.20 | 7.61 | 4.37 | 1.50 | 1.25 | 1.00 | (2H) Spear, Sarissa |
Swordsmanship | 25 | 3.00 | 9 | 3 | 12 | 11 | 45 | 28 | 23.16 | 13.29 | 9.33 | 7.72 | 4.43 | 1.80 | 1.50 | 1.20 | (2H) Halberd, Bardiche, Zweihander, Great Axe, |
Mace Fighting | 27 | 2.78 | 5 | 7 | 5 | 12 | 40 | 26 | 21.50 | 12.34 | 9.36 | 7.74 | 4.44 | 1.67 | 1.39 | 1.11 | (2H) Warhammer, Great Sledge, Great Mace, Giant Spiked Mace, Giant Club |
Archery | 20 | 3.75 | 7 | 5 | 9 | 10 | 50 | 30 | 24.81 | 14.24 | 8.00 | 6.62 | 3.80 | 2.25 | 1.88 | 1.50 | (2H) Heavy Crossbow, Rampart Crossbow, Great Bow |
Fishing | 20 | 3.75 | 6 | 5 | 50 | 75 | 62.5 | 51.68 | 29.67 | 16.67 | 13.79 | 7.92 | 2.25 | 1.88 | 1.50 | (2H) Harpoon, Trident | |
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 Values
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.
Physical Damage reduced by armor is randomized between:
- 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%.
Bonuses from GM or Magical Properties on Armor are as follows:
Type | Armor Value |
---|---|
Defense | +20% |
GM or Guarding | +40% |
Hardening | +60% |
Fortification | +80% |
Invulnerability | +100% |
Durability
- Weapon and Armor suffer a penalty when they reach 0 Hit Points and are considered "Broken"
Weapon Durability
- Broken weapons suffer a 25% Penalty to Damage Dealt
- Starting Durability of weapons is now 50 Hit Points
Spellbook and Arcane Staff Durability
- Broken Spellbooks and Arcane Staves suffer a 25% Penalty to Spell Damage
- 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
Armor and Meditation
- Base passive mana regen rate is 1 mana restored every 2 seconds
- Mana regen rate is increased by (100% * (Meditation skill / 100))
- 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)
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 or Metal 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.
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:
Material | Meditation Penalty | Mana Regen Rate |
---|---|---|
No Armor or Leather Armor |
0% | -0% |
Studded Armor |
10% | -40% |
Bone Armor |
25% | -80% |
Ringmail Armor |
50% | -120% |
Chainmail Armor |
75% | -160% |
Platemail Armor |
100% | -200% |
Armor and Magic Resist Ignoring
- 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) patch Feb 14,2020
Stamina Loss from Damage
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.
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.
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:
Leather |
Studded |
Bone |
Ringmail |
Chainmail |
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 % / 2)
- The damage bonus to Creatures is (.25% * Total Armor Value)
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.
Armor Suit Summaries
The Armor Values, Meditation Penalties, and Stamina Fatigue Penalties of full suits of armor of the following types are as follows:
Material | Base Armor | Meditation Penalty | Stamina Loss | Mind Blast Damage |
---|---|---|---|---|
Leather |
25 | 0% | +0% | +0% |
Studded |
30 | 10% | +5% | +5% |
Bone |
35 | 25% | +12.5% | +12.5% |
Ringmail |
40 | 50% | +25% | +25% |
Chainmail |
45 | 75% | +37.5% | +37.5% |
Platemail |
50 | 100% | +50% | +50% |
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 |
Arms Lore
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).
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.