Armours protect a player by reducing incoming damage. The system is built around four tiers of body armour, a separate shield slot, and an explicit multiplicative formula that determines the final damage taken. Heavier armour gives more mitigation but locks the player out of certain weapon families, which makes the choice of armour a real loadout commitment rather than a dump-stat upgrade.
Armour Tiers
Body armour is divided into chest, leg, and head pieces, each available in four tiers. Tiers improve mitigation but also weight; the heaviest tiers also carry the bow and spear restriction.
Tier | Helmet | Chest | Legs | Notes |
|---|---|---|---|---|
Crude | Crude Helmet | Crude Chest Armour | Crude Leg Armour | Improvised, low cost; baseline protection. |
Light | Light Helmet | Light Chest Armour | Light Leg Armour | Skirmisher tier; allows bows and spears. |
Reinforced | Reinforced Helmet | Reinforced Chest Armour | Reinforced Leg Armour | Restricts bows and spears. |
Heavy | Heavy Helmet | Heavy Chest Armour | Heavy Leg Armour | Maximum mitigation; restricts bows and spears. |
Clothing
Players who do not wear armour pieces wear basic clothing: Common Garment for the chest and Common Bottoms for the legs. Clothing provides minimal protection and is intended for civilian roles or as the underlayer beneath other armour.
Shields
Shield | Tier | Notes |
|---|---|---|
Crude Shield | Improvised | Entry-tier; cheap to replace. |
Light Targe | Light | Smaller and faster than a full kite. |
Iron Shield | Mid | Standard infantry shield. |
Superior Ancient Shield | Faction-specific superior | Top-tier shield aligned with the Ancients. |
Superior Remnant Shield | Faction-specific superior | Top-tier shield aligned with the Remnants. |
Mitigation Formula
Armour mitigation is multiplicative across pieces, not additive. If three armour pieces have mitigation values A, B, and C, the total damage reduction is calculated as 1 minus the product of (1 minus each individual mitigation).
Final mitigation = 1 - ((1 - A) × (1 - B) × (1 - C))
Stacking heavy pieces therefore has diminishing returns: each successive heavy piece adds less than the one before. Quality variants modify a piece's base mitigation upward by 10, 20, or 30 percent depending on the quality tier rolled at craft time.
The Heavy Armour Trade-off
The most important rule on this page is the weapon restriction. Heavy and Reinforced armour pieces prevent the wearer from arming bows or spears. A heavy-plated melee fighter cannot also be a long-range threat without first taking off armour pieces. This rule shapes army composition: a faction needs distinct heavy infantry, light skirmishers, and dedicated archers, because no single player can be both.