Armour
Armour is equipment worn to protect against damage, at the cost of attack speed and mobility. Different types of armor are effective against different attack types.
Comparison
Armour type | Base protection | Speed on cobble (km/h) | Percent of unarmored speed | Casting/Archery Buff | Weight (kg) |
---|---|---|---|---|---|
Unarmoured | None | 17.30 | 100% | +30% | 0.00 |
Cloth with jacket | Very low | 17.28 | 96.75% | +30% | 1.80 |
Leather | Low | 15.40 | 89.02% | +30% | 3.20 |
Studded leather | Moderate | 14.77 | 85.38% | +0% Assumed | 4.90 |
Chain | Moderate | 13.90 | 80.35% | -15% | 8.20 |
Plate with great helm | High | 10.90 | 63.01% | -30% | 20.5 |
Drake hide (no cap) | High | 15.60 | 90.17% | +0% Assumed | 3.20 |
Dragon scale (no helm) | Very High | 16.32 | 94.33% | -30% Assumed | 5.8 |
Cloth armour set tested at 80ql. No speed bonus gained from rare or supreme.
Protection
Armour protects by increasing glance rates and reducing damage taken from hits. The damage taken can be calculated by multiplying the damage that would be taken with no armour with a multiplier. The multiplier is given by the following equation; multiplier = (modifier * ql * ql) / 200000 - (modifier * ql) / 1000 + 0.95, where ql is the armour quality (if the quality is below 2, it is counted as 2) and the modifier is given for the armour types below:
Cloth | 7 |
Leather | 8 |
Studded Leather | 9 |
Chain | 10 |
Drake Hide / Steel Plate | 13 |
Dragon Scale / Adamantine Plate | 14 |
Glimmersteel Plate / Seryll Plate | 15 |
See also Category:Armour