From Discworld MUD Wiki
Revision as of 17:43, 13 July 2009 by Chat (Talk | contribs) (Initial article)

Jump to: navigation, search

A piece of armour is a worn item which protects its wearer from a certain degree of physical damage.

Damage protection


Various factors affect the degree of damage protection afforded by a piece of armour:

  • The weight of the armour - heavier armour provides more protection.
  • Its condition - the better the condition, the higher protection it confers.
  • The quality of material it is made out of. Higher quality materials (for example, klatchian steel) provide more protection per unit weight than lower quality materials (for example, iron). Note that materials confer differing levels of protection against different attack types. For example, chainmail provides good protection against sharp, slashing attacks, but is rather poor against piercing or bludgeoning attacks.
  • The degree of enchantment of the armour - higher enchantment levels increase the protection provided.

The vurdere command can be used to indicate a crude approximation of the degree of damage protection afforded by a piece of armour, taking into account most of the above factors.

Defensive ordering

Armour is one of the last defensive layers to be applied. Its effect on incoming damage is calculated after the following have been applied:

Armour's effect is applied before the following:


Armour works by reducing a fixed amount from incoming damage. For example, a steel breastplate might remove 100hp worth of damage. This reduction is irrespective of the strength of an incoming attack - the same breastplate removes 100hp of damage whether the incoming attack does 150 or 1500hp worth of damage. If the incoming attack does less damage than the armour's protection level, then the armour completely absorbs the attack, and the player incurs no damage.

Note that the natural consequence of this is that armour is more effective against fast weak attacks than it is against slow strong attacks (especially special attacks).

Coverage and layers

Armour does not automatically protect a player from all attacks when worn - only the armour that is worn upon the part of the body that is hit has any effect. Hence, gauntlets will only protect the hands, while a mail vest will protect the chest, but not the feet. Many pieces of armour affect multiple areas of the body - for example, a Grflx scale protects the back, chest and arms.

Multiple pieces of armour can be worn over a particular body area, but only as long as their 'clothing layer' does not clash with anything else worn over that area. For example, a chainmail coif and a steel helm can both be worn over the head simultaneously, whereas a close helm and a great helm cannot be worn together.

You can see which areas a piece of armour protects by using the vurdere command on it. Alternately, you can see which of all your armour is protecting which body areas by using 'coverage armours'.

Condition and durability

As armour absorbs damage, its condition degrades. This makes it less effective in reducing damage and, in extreme cases, can cause the item to be destroyed if its condition falls to a low enough level.

The degree of damage to the armour itself is affected by:

  • How much damage the armour absorbs from each attack - the more damage absorbed, the more the armour's condition degrades.
  • The material the armour is made out of, and its weight - higher quality and heavier armour degrades slower.
  • The degree of enchantment on the armour - more enchanted armour degrades slower.

Damage to armour can be fixed by repairing it in a smithy, leatherworking shop or woodworking shop as appropriate to the material it is made out of. The condition of armour is apparent by looking at it, or otherwise by using the command 'condition <armour(s)>'.

See also