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AR (Armor Rating) system

Armor does not reduce damage by a fixed amount — instead it reduces damage by a percentage derived from AR:
Example: AR 40
AR 40 means 44.4% of each hit is absorbed. The remaining 55.6% reaches the player.
Parry (chance-based) is applied before AR. A successful parry reduces damage first, and then AR reduces whatever remains.

Full armor table

Other armor pieces

STR and DEX requirements

Each armor piece has a minimum STR and DEX threshold.
  • If you attempt to equip a piece when your stats are below the requirement, it will not go on.
  • If your stats fall below the requirement while already wearing a piece (e.g. a skill decays), the piece is automatically unequipped and placed in your inventory (or dropped at your feet if full).
Heavy armor sets require STR and DEX investments. A pure INT mage cannot wear Iron or better armor without meeting the DEX minimums. Chainmail (DEX 25 minimum for the full set) or Leather are the realistic options for casters.

DEX penalty summary

The total DEX penalty from all worn armor pieces reduces your effective DEX:
Lower effective DEX means slower attack speed and slower movement.

Enchantment AR bonuses

Protection enchantments add a flat AR bonus per enchantment level on top of the base AR: Protection IV on a single piece adds +8 AR. A full Protection IV set adds +32 AR.
Fire Protection, Blast Protection, and Projectile Protection also grant percentage-based damage reduction (8% per level, max 32%) against their respective damage types, in addition to the AR bonus.

Quality AR modifiers

Armor crafted at higher quality multiplies its base AR value: For example, a Netherite Chestplate (base AR 18) at EX quality has an effective AR of 18 × 1.30 = 23.4. See Crafting Quality System for how quality is determined.