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Classic armor

Live 0.13.0 metals

The crafting catalog includes Iron, Bronze, Shadow, Silver, Gold, Bloodrock, Blackrock, Mythril, and Brittanium. The metal defines 0 to 8 additional points of physical protection for armor and shields; Low, Normal, and Exceptional quality keep the same protection and change durability only.

Magical PvM equipment remains Iron.

Metals and Chain pieces

Blacksmithy lets you choose Iron, Bronze, Shadow, Silver, Gold, Bloodrock, Blackrock, Mythril, or Brittanium. The selected metal keeps the recipe cost and contributes its material bonus to Armor Rating according to its tier. Low, Normal, and Exceptional quality change durability but not the protection calculated from the material.

The main Chain pieces use these costs and native Blacksmithy ranges:

Piece Cost Blacksmithy
Chain Coif 10 ingots 14.5–64.5
Chain Legs 18 ingots 36.7–86.7
Chain Chest 20 ingots 39.1–89.1

These remain classic armor pieces; they are not part of Blacksmithy's thematic DoB Weapons lines.

Kits, leather, and Ringmail in 0.43.0

Bankers sell the Royal Armorer's Charter for 10,000 account gold. With the charter, Blacksmithy can produce a Platemail Armor Kit Deed for 118 ingots and a Chainmail Armor Kit Deed for 100 ingots; both require 75.0 Inscription. Each deed releases seven pieces while preserving the kit's material and hue. An eligible failure consumes 10 ingots.

Each Leather Armor piece now has exactly the same Armor Rating as its matching Chain, Ringmail, or Gorget piece in the same material. Mixing Leather with metal no longer gives an advantage over the kit; the Blacksmithy curve and the separate Arms Lore roll for Exceptional remain unchanged.

Ringmail Chest costs 20 ingots and Ringmail Legs costs 18 ingots. A complete Ringmail kit, including Gorget and Coif, costs 82 ingots and matches the Chainmail kit's per-piece Armor Rating.

Armor Rating in 0.40.0

Armor and shields display Armor Rating: N. For recipe-backed pieces, the value considers ingot cost, material bonus, and protection tier. On direct hits against players, the server aggregates Armor Rating from equipped pieces and applies global absorption; the value is not a body-region percentage.

Quality changes durability, while material and tier define the protection used by the Armor Rating calculation.

Maximum durability

After a weapon, armor, clothing, jewel, talisman, or Spellbook is created, its maximum durability cannot increase. Wear, death, or another reduction can lower that ceiling; when it does, current durability is limited to the new maximum as well.

Qualities

Defensive qualities follow this order:

Quality Protection
Regular Base
Defense Low
Guarding Moderate
Hardening High
Fortification Very high
Invulnerability Maximum

The displayed Armor Rating shows the piece's practical protection. Modern elemental resistances do not apply separately in the shard's PvP.

New or tier-mutated Invulnerability equipment uses hue 2483; saved items are not migrated.

Coverage and slots

  • Chest, Legs, Arms, Head, Hands, and Neck are independent equipment slots.
  • The occupied piece still defines visual coverage; there is no public body-region roll or automatic extra damage for an uncovered region.
  • Ordinary clothing and jewelry do not replace armor.
  • Shields work through Parrying and occupy the second hand.
  • Body plate prevents Archery; Plate Gorgets and shields are allowed.

See Armor and Parrying.

Status: 0.43.0

Direct-hit resolution uses global Armor Rating from equipped pieces.