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Armour

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For boxed armour sets, see Item set.

Armour is the term for items that can be equipped to provide defensive bonuses during combat. Most armour sets require a certain Defence level to equip; the higher level an item is, the greater bonuses it will provide. All armour is classed under a combat style (Melee, Magic, or Ranged), with the exception of Hybrid gear. The strengths and weaknesses of each class's armour play a primary role in defining the combat triangle.

A player's choice of armour can come from more than defence. Some armour sets will strengthen a player's hits, and others can offer equal defence and easy switching of combat styles.

Armour and the combat triangleEdit

Main article: Combat triangle

The combat triangle is a figure that demonstrates how each combat style relates to another.

Combat triangle
The combat triangle.
  • Melee fighters overcome rangers because their weapons can cut through leather armour with ease. Melee armour is also effective at protecting against Ranged attacks, as their projectiles have difficulty piercing the thick, metal armour.
  • Ranged fighters overcome mages because their projectiles easily penetrate their robes. Ranged armour is usually crafted from tough animal hides with poor energy conductivity, which is highly resistant to Magic attacks.
  • Magic users overcome warriors because their spells conduct in their metal armour, effectively cooking them. Effective mages can also bind warriors while attacking from afar, and their magical robes resist Melee attacks.


As can be seen above, armour plays a defining role in the combat triangle. Depending on an enemy's attacks, an item's Armour stat is used in varying amounts: 100% against the style it is strong against (eg. Melee > Ranged), 62.5% against the same style (eg. Melee = Melee), and 31.25% against the style it is weak to (eg. Melee < Magic). To simplify, the batwing torso and blue d'hide body have equal bonuses, but the former is class Magic and the latter class Ranged, and both armours will defend appropriately.

Also, not every item has a class. Some armour is class Hybrid (or class All on particular items), and can be used by any combat style without penalty. Details on Hybrid armour can be found here.

Wearing an item of the wrong class in the torso, legs, or shield slot will penalise your accuracy by 5% each, up to 15% total. The other slots suffer no penalty.

Melee armourEdit

Main article: Armour/Melee armour
  • Melee armour is usually made from metal and is typically the heaviest gear.
  • Melee armour defends best against Ranged attacks and is weak to Magic attacks.
  • Some Melee armour may be created with the Smithing skill.
  • In some melee sets, boots and gloves are very hard to acquire.

Ranged armourEdit

Main article: Armour/Ranged armour
  • Ranged armour is usually crafted from animal skins, commonly dragonhide.
  • Ranged armour defends well against Magic attacks and is weak to Melee attacks.
  • Some Ranged armour may be produced with the Crafting skill.
  • In dragonskin ranged sets, headgear is especially hard to acquire.

Magic armourEdit

Main article: Armour/Magic armour
  • Magic armour is not armour as commonly envisioned, but instead robes and similar garments.
  • Magic armour defends well against Melee attacks and is vulnerable to Ranged attacks.
  • Some Magic armour may be produced with the Crafting skill, or Runecrafting for higher-end sets.

Armour typesEdit

There are four types of armour one may find, most with different stats and purposes:

Power, Hybrid and All armour have lower defensive bonuses than Tank gear of the same level. Using Tank as a base, their bonuses are derived as follows:

Armour type Armour bonus Life bonus Traits
Tank Base Base None
Power -5 tiers -10 tiers Buffs damage
Hybrid and All -15 tiers -15 tiers No combat class

To demonstrate, here are the bonuses of tier 60 torso armour for each type:

Armour type Armour bonus Life bonus Damage bonus
Tank 260 1440 0
Power 226 1200 20
Hybrid and All 168 1080 0

Damage bonusEdit

With abilities, the total damage increase from a full set of Power armour is equal to 0.96 times the level of the armour for the main hand, and 0.48 times the level of the armour for the off hand (assumming an off-hand or two-handed weapon is being used). In other words, the damage boost is 10% of the damage from equipping a Fastest-speed main hand and off-hand weapon of the same tier as the power armour -- as an example, the damage boost from the level 80 Torva armour is 76.8 for the main hand and 38.4 for the off-hand, corresponding to the damage of the level 80 chaotic claw (768) and off-hand chaotic claw (384). In general, using a full set of power armour results in a 6%-9% damage increase over using tank armour. There are no power-class shields.

The 10% bonus is spread across all armour pieces as follows:

Armour slot Damage distribution
Head 2%
Body 3.5%
Legs 2.5%
Gloves 1%
Boots 1%

AttributesEdit

There are three attributes an armour piece may have: Armour, Life and Damage.

  • Armour raises the chance to block attacks from a creature or player.
  • Life raises the player's maximum life points. The amount of life points added is the player's total Life bonus.
  • Damage raises the strength of your hits. Only Power armour has this attribute.

The bonuses on armour are set via formula, and thus it is possible to determine or approximate the stats of non-existent gear. All armour sets of the same level and type will have identical bonuses.

As mentioned previously, some armour may also have a Prayer bonus. A Prayer bonus does not help defensively, but lowers the drain rate of active prayers.

Calculating Armour bonusEdit

The formulas for calculating Armour bonus are derived from a base defensive value:


\mbox{Base} = \frac{\mbox{tier}^3}{1250} + (4 \times \mbox{tier}) + 40

Using this base, the Armour bonus of each equipment slot is as follows:

  • Head: 0.5 \times \mbox{Base}
  • Body: 0.575 \times \mbox{Base}
  • Legs: 0.55 \times \mbox{Base}
  • Shield: 0.5 \times \mbox{Base}
  • Gloves: 0.125 \times \mbox{Base}
  • Boots: 0.125 \times \mbox{Base}
  • Cape: 0.075 \times \mbox{Base}


One may find charts with the bonuses of many armour tiers here.

Calculating Life bonusEdit

The formulas for determining Life bonus are simpler. The results for certain tiers may be seen here.

  • Head: 12 \times \mbox{Base}
  • Body: 24 \times \mbox{Base}
  • Legs: 18 \times \mbox{Base}
  • Shield: 15 \times \mbox{Base}
  • Gloves: 3 \times \mbox{Base}
  • Boots: 3 \times \mbox{Base}

Prayer armourEdit

Main article: Armour/Prayer armour

Several armour pieces have a Prayer bonus which reduces the drain rate of prayers. Some armour sets, such as Verac's or those from the God Wars Dungeon, have strong defences and are used regardless of Prayer, but other Prayer armours have negligible defences and are used solely for the Prayer bonus.

Most Prayer armour is only available for members, but monk's robes can be used by all and are found at the monastery.

Set effectsEdit

Main article: Passive effects

Some armour sets have passive effects when every item is worn, potentially allowing greater use for a set. Some passives boost damage like Power armour, but others may increase accuracy, heal the player, drain enemies' stats or adrenaline, and more besides. Nearly every armour set with an effect is available to members only.

A example of these are the Barrows sets, which have unique passives and are commonly seen. Another set used is the Void Knight equipment, which boosts both damage and accuracy. There are other sets besides, such as PvP minigame armour and robes from the Fist of Guthix minigame.

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