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
- For crafted and magic effects visit the Modifiers page
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/Resisting Spells Skills, Effective Chivalry/Swing Speed Increase Links, and Fencing/Wrestling Codexes
- Swing Speed Increase is capped at 50% base, 60% 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 (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
Target Arcs
- Some mechanics will refer to the player being within either a creature's Front Arc or their Side/Rear Arc
- A creature's Front Arc is anything within a 45 degree angle outward from the Facing of the creature (depicted by Green Tiles/Arrows)
- A creature's Side/Rear Arc is any tile not within in the creature's Front Arc (depicted by Yellow Tiles)
Attack Ranges
- Players, Followers, or Player Ship Crewmembers using Melee Attacks that have a Range of 1 will now be treated as having Range 2 (or Range 3 in rare cases) when making attacks against most creatures that have body types that overlap multiple tiles or have unusual location offsets
- A large number of creatures (including player Followers) that occupy multiple tiles or have unusual location offsets will now have a Melee Range of 2 (or more)
- A number of Abilities for creatures that have had their Melee Range increased will also have their Ability range increased if that range is now smaller than their Melee Range
Creature Armor Minimums
- Creatures can now have their Armor Rating reduced by a maximum of 75
Damage Resolution
- Any mechanic that creates secondary damage with amounts based on the total damage resolved on the primary effect, such as the damage of a Melee Hit generating Bleed ticks, will no longer apply Damage Bonuses or resolve Damage Reductions when resolving the secondary damage
The following types of mechanics are affected:
- Swords Weapon Special (Bleed)
- Weapon Stances that resolve additional "attacks" based on initial hit damage (such as Cleave)
- Weapon Stances that create Bleed or Disease based on initial hit damage (such as Fencing Blackguard)
- Weapon Finishers that inflict damage based on initial hit damage (such as Fencing Assassinate)
- Weapon Abilities that inflict damage based on initial hit damage (such as Archery Repeater)
- Blood Aspect Armor (Bleed)
- Death Aspect Armor (Disease)
- Lightning Aspect Armor (Arc Shock effect)
Note: Any mechanic that boosts a specific damage type, such as increases to Bleed or Disease damage, will still apply on the initial calculation of their damage amount; they will just not apply their bonuses twice
Damage Delays in PvP
- 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)
Weapon Setup Bonuses (PvM)
- Players will receive bonuses against creatures based on what "setup" they have for weapons/shields occupying their hands
- These bonuses will be listed as (Setup) in the [stats page
- These bonuses only apply to non blessed weapons/spell books
- Players will not receive Spellbook Setup Meditation rate bonuses if they are Flagged in PvP or have PvP Scripts Disabled (participating in a PvP Event)
| Type | Setup | Bonus |
|---|---|---|
| One-Handed (1H) |
Melee with No Shield | +20% Accuracy |
| Melee with Shield | +10% Accuracy, +10% Damage Resistance | |
| Ranged with No Shield | +20% Accuracy, +25% Melee Damage | |
| Ranged with Shield | +10% Accuracy, +25% Melee Damage, +10% Damage Resistance | |
| Spellbook with No Shield | +30% Meditation Rate | |
| Spellbook with Shield | +15% Meditation Rate, +10% Damage Resistance | |
| Two-Handed (2H) |
Melee | +25% Melee Damage |
| Ranged | +50% Melee Damage | |
| Arcane Staff | +10% Arcane Mana recovery Chance | |
| Paired (Pa) |
Dual Wielding, Wrestling | +10 Attack Speed |
Weapons Chart
Weapon Roles
- Weapons on Outlands are typically grouped together by their "role" within PvP such as:
- Interrupt: Fast weapons intended to interrupt opponent's spellcasts or apply constant pressure
- Grinding (Light/Medium): Average speed weapons that "grind" an opponent down with consistantly above average damage-over-time ("Light" generally being one-handed, and "Medium" generally being two-handed)
- 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
| Speed | Sec/Swing | Base | DiceCount | DiceMax | MinDmg | MaxDmg | Avg Dmg | Avg Dmg vs 35 AR |
Avg Dmg vs 95 AR |
Avg DPS | Avg DPS vs 35 AR |
Avg DPS vs 95 AR |
Sec/Swing 40% SSi |
Sec/Swing 50% SSi |
Sec/Swing 60% SSi |
||
| Interrupt | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dual Wielding | 53 | 1.42 | 4 | 5 | 4 | 9 | 24 | 16.5 | 13.64 | 8.74 | 11.62 | 9.61 | 6.15 | 0.85 | 0.71 | 0.57 | (Pa) Dual Hunting Knives |
| 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 |
| Mace Fighting | 54 | 1.39 | 3 | 6 | 3 | 9 | 21 | 15 | 12.4 | 7.95 | 10.79 | 8.92 | 5.72 | 0.83 | 0.7 | 0.56 | (1H) Club, Hammerpick, War Axe, Cudgel, Skull Club |
| 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 |
| Grinding (Light) | |||||||||||||||||
| Dual Wielding | 50 | 1.5 | 6 | 5 | 4 | 11 | 26 | 18.5 | 15.29 | 9.8 | 12.33 | 10.19 | 6.53 | 0.9 | 0.75 | 0.6 | (Pa) Dual Katanas, Dual Scimitars |
| 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 |
| 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 |
| 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 |
| 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 |
| Throwing | 40 | 1.88 | 9 | 5 | 3 | 14 | 24 | 19 | 15.71 | 10.07 | 10.11 | 8.36 | 5.36 | 1.13 | 0.94 | 0.75 | (1H) Throwing Dagger, Throwing Star |
| Wrestling | 45 | 1.67 | 7 | 6 | 4 | 13 | 31 | 22 | 18.19 | 11.65 | 13.17 | 10.89 | 6.98 | 1 | 0.84 | 0.67 | (Pa) Martial Manual, Cestus, Fistblade |
| Grinding (Medium) | |||||||||||||||||
| Dual Wielding | 47 | 1.6 | 6 | 5 | 5 | 11 | 31 | 21 | 17.36 | 11.12 | 13.13 | 10.85 | 6.95 | 0.96 | 0.8 | 0.64 | (Pa) Dual Rapiers, Dual Sabres |
| 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 |
| 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 |
| 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 |
| 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 |
| Throwing | 34 | 2.21 | 11 | 5 | 4 | 16 | 31 | 23.5 | 19.43 | 12.45 | 10.63 | 8.79 | 5.63 | 1.33 | 1.11 | 0.88 | (1H) Hurlbat, Chakram |
| Burst | |||||||||||||||||
| Dual Wielding | 43 | 1.74 | 6 | 5 | 6 | 11 | 36 | 23.5 | 19.43 | 12.45 | 13.51 | 11.17 | 7.16 | 1.04 | 0.87 | 0.7 | (Pa) Dual Norse Axes |
| 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 |
| Mace Fighting | 27 | 2.78 | 12 | 6 | 5 | 18 | 42 | 30 | 24.8 | 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 |
| 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 |
| 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 |
| Throwing | 26 | 2.88 | 13 | 5 | 5 | 18 | 38 | 28 | 23.15 | 14.83 | 9.72 | 8.04 | 5.15 | 1.73 | 1.44 | 1.15 | (1H) Javelin, Francisca Axe |
| Arcane | 32 | 2.34 | 6 | 6 | 3 | 12 | 24 | 18 | 14.88 | 9.54 | 7.69 | 6.36 | 4.08 | 1.4 | 1.17 | 0.94 | (2H) Arcane Staves |
| 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 |
| 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 | |||||||||||||||||
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 | 10% | |
| Bone Armor, Metal Shield or Bone Shield | 25% | |
| Ringmail Armor or Bronze Shield | 50% | |
| Chainmail Armor or Metal Kite Shield | 75% | |
| 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 * .10) + (.22 * .10) + (.15 * .10) + (.14 * .10) + (.07 * .10) + (.07 * 1.0)) = 16.3% Total Armor Meditation Penalty.
Which would result in a (2 * 16.3%) = -32.6% 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% | -20% |
Bone Armor |
25% | -50% |
Ringmail Armor |
50% | -100% |
Chainmail Armor |
75% | -150% |
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
Damage Reflection
- Players have a maximum limit of 2000 total damage reflected per second
- Damage Reflection for players (from Tailoring, Fire Aspect, etc) will now work on all sources of damage up to 18 tiles away
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 % / 3)
- 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 +33% 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:
- For additional modifier percentages see Modifiers
| Material | Base Armor | Meditation Penalty | Stamina Loss | Mind Blast Damage |
|---|---|---|---|---|
Leather |
25 | 0% | +0% | +0% |
Studded |
30 | 10% | +5% | +3.3% |
Bone |
35 | 25% | +12.5% | +8.3% |
Ringmail |
40 | 50% | +25% | +16.7% |
Chainmail |
45 | 75% | +37.5% | +25% |
Platemail |
50 | 100% | +50% | +33% |
| NPC bought armor values | |||||||
| Armor Location | Leather | Studded | Bone | Ringmail | Chainmail | Platemail | Location Penalty |
|---|---|---|---|---|---|---|---|
| Chest, Bustier | 9 | 11 | 12 | 14 | 16 | 18 | 35% |
| Legs, Skirt | 6 | 7 | 8 | 9 | 10 | 11 | 22% |
| Arms | 4 | 5 | 5 | 6 | 7 | 8 | 15% |
| Gloves | 2 | 2 | 2 | 3 | 3 | 4 | 7% |
| Gorget | 2 | 2 | 2 | 3 | 3 | 4 | 7% |
| Helmet | 4 | 4 | 5 | 6 | 6 | 7 | 14% |
| Shield | 4 | 5 | 6 | 7 | 8 | 9 | 35% |
| Shield / Helm Classifications | |||||||
| Buckler, Wooden Shield |
Wooden Kite Shield |
Metal Shield | Bronze Shield, Orc Helm |
Metal Kite Shield | Metal Kite Shield, Bascinet, Close Helm, Norse Helm | ||
| Material Penalties | |||||||
| Meditation Penalty | - | 10% | 25% | 50% | 75% | 100% | |
| Mana Regen Penalty | - | 20% | 50% | 100% | 150% | 200% | |
| Stamina/Fatigue Penalty | - | 5% | 12.5% | 25% | 37.5% | 50% | |
| Mind Blast Damage Bonus (PvP) | - | +3.3% | +8.3% | +16.7% | +25% | +33% | |