Armour

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Description

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

  • Metal types have properties which may affect damage reduction or other aspects of armour.
  • Damage reduction scales with quality level.
  • Each level of rarity adds 3% to damage reduction:
    • Rare: +3%
    • Supreme: +6%
    • Fantastic: +9%
Armour type Base Damage Reduction Walking speed penalty Casting/archery buff Weight (kg)
Unarmoured N/A 0% +30% 0.00
Cloth 40% 0% +30% 1.80
Leather 60% 10.9% +30% 3.20
Studded leather 62.5% 14.5% +0% 4.90
Chain 62.5% 21.6% -15% 8.20
Plate armour 65% 27.0% -30% 20.5
Drake hide armour 65% 9.6% -30% 3.50
Dragon scale armour 70% 5.4% -30% 5.8
  • For spellcasting/archery buff, defaults to the heaviest type of armor that is worn. Leather with a chain gauntlet will default to chain. Plate with a plate helm.

Attack type protection

Different types of armour are stronger or weaker against certain types of damage.

Damage Reduction

Armour type Acid Bite Burn Cold Crush Pierce Slash
Chain 100% 107.5% 107.5% 92.5% 107.5% 92.5% 100%
Cloth 100% 80% 80% 120% 120% 100% 80%
Dragon scale 100% 100% 105% 95% 95% 105% 100%
Drake hide 95% 100% 100% 105% 105% 100% 95%
Leather 90% 90% 110% 100% 100% 90% 110%
Plate 105% 105% 95% 100% 95% 100% 105%
Studded leather 90% 105% 100% 110% 100% 110% 90%
  • These values modify the base Damage Reduction values, given in the comparison table below.
  • The higher the percentage, the more protection an armour has against that attack type.
  • The lower the percentage, the less protection an armour has against that attack type.
  • 100% = no modifier.

Glance Rate

Armour type Acid Bite Burn Cold Crush Pierce Slash
Chain 25% 65% 65% 15% 30% 30% 65%
Cloth 65% 35% 15% 65% 55% 40% 40%
Dragon scale 25% 45% 55% 25% 35% 65% 50%
Drake hide 50% 55% 25% 65% 60% 25% 40%
Leather 40% 35% 15% 65% 55% 35% 35%
Plate 35% 50% 35% 35% 30% 65% 30%
Studded leather 50% 50% 15% 65% 65% 30% 30%
  • These values determine the chance that an attack will glance, causing no damage.

See also