Armor

Heavy armor protects best but is loud and gets in the way of arcane spells. Light armor is a compromise. Clothing is silent and free for casters, and protects only through its enchantments.

Clothing

PieceSlotResistance to each physical typeNoiseArcane spell failureWeight
CapeCape———2
TunicChest———4
BootsFeet———4
GlovesHands———2
HoodHead———2
PantsLegs———3
Resistance to crushing, piercing and slashing damage each, from the weakest material at item level 1 to the best at level 50, before the wearer’s armor proficiency.

Heavy Armor

PieceSlotResistance to each physical typeNoiseArcane spell failureWeight
Heavy ArmorChest5% → 18%+613%20
Heavy BootsFeet2% → 9%+63%8
Heavy GlovesHands2% → 9%+64%4
Heavy HelmetHead3% → 12%+69%6
Heavy PantsLegs2% → 9%+66%7
Heavy ShouldersShoulders2% → 9%+67%4
Resistance to crushing, piercing and slashing damage each, from the weakest material at item level 1 to the best at level 50, before the wearer’s armor proficiency.

Light Armor

PieceSlotResistance to each physical typeNoiseArcane spell failureWeight
Light ArmorChest3% → 10%+210%14
Light BootsFeet1% → 5%+22%6
Light GlovesHands1% → 5%+23%3
Light HelmetHead2% → 8%+26%4
Light PantsLegs1% → 5%+24%5
Light ShouldersShoulders1% → 5%+25%3
Resistance to crushing, piercing and slashing damage each, from the weakest material at item level 1 to the best at level 50, before the wearer’s armor proficiency.

How it works

Noise

Every worn light armor piece adds 2 to your noise, every heavy piece 6. The louder you are, the further away enemies hear you. Stealth effects lower all of it, so sneaking in plate stays louder than sneaking in leather.

Arcane spells

Each piece adds to the chance an arcane spell (Conjuration, Evocation, Illusion, Transmutation) fails, more for bigger pieces: up to 10% for a light chest piece and 13% for a heavy one. A full light set adds 30%, a full heavy set 42%. Clothing and divine spells are unaffected.

Protection and wear

Armor resistances grow 10% per point of the matching armor proficiency. When you take physical damage, one random worn armor piece loses its material’s wear; like weapons, its protection is multiplied by its condition.