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Regular armor[edit]

Characters start the game literally naked. The first thing to purchase is a full set of armor.

Each armor part protects a specific part of the body. I.e. a headgear will not protect from a hit on the legs. The defense is not cumulative on the different body parts. E.g. if your character wears Fur Pants only, his/her defense will be 3.5 on the legs and 0 everywhere else.

The encumbrance (weight) values are for a character of size 66 (183 cm). The weight of the armor varies with the size of the character. The price varies, too, because the armor must be fitted on the character.

At the beginning of the game, check how much gold each of your character has (press the 1-6 buttons). You should buy the second best armor a character can afford: you will need more money to fit it to the character and also to save the game.

Outfit Armor set Avg.
prot.
Total base
encumbrance
Base
price
KL equip armor0.png (Underwear) 0 0 0
KL equip armor1.png Fur cap
Fur shirt
Fur pants
3.5 096 (6+54+36) 0397 (32+185+180)
KL equip armor2.png Cloth hood
Cloth aketon
Cloth pants
3.5 080 (5+45+30) 0658 (48+330+280)
KL equip armor3.png Leather hood
Jerkin
Leather pants
4.5 128 (8+72+48) 0835 (45+440+350)
KL equip armor4.png Cuir-bolli[1] head
Cuir-bolli torso
Cuir-bolli legs
5.5 160 (10+90+60) 1125 (85+560+480)
KL equip armor5.png Conical helm
Ring byrnie
Ring pants
6.5 160 (10+90+60) 1340 (100+680+560)
Pot helm
Scale amine
Scale pants
7.5 192 (12+108+72) 1710 (150+840+720)
Basinet
Brigantine torso
Brigantine legs
8.5 240 (15+135+90) 1840 (200+890+750)
Chain coif
Chain shirt
Chain pants
9.5 240 (15+135+90) 2800 (200+1400+1200)
Barbut helm
Platemail torso
Platemail legs
12.0 320 (20+180+120) 3370 (250+1680+1440)
  1. "Cuir bolli" is French for "boiled leather" (cuir=leather, bolli=boiled). It is pronouced "kou-eer-bol-LEE".

Shields[edit]

Shields increase the rate of deflecting a hit, instead of giving a direct protection. A shield fits any character, regardless of his/her size. Shields can be equipped together with one-hand weapons only (this excludes all bows, crossbows and quest reward weapons).

Default sorting is by increasing protection, then by decreasing weight.

Shield Dodge Enc. Price Notes
Buckler +20% 20 100
Small scale shield +20% 20 25 Cheaper version of the buckler.
Sold in Deepstone only
Target shield +30% 50 200
Scale shield +30% 40 100 Cheaper and lighter version of the target shield.
Sold in Deepstone only
Kite shield +40% 60 300
Great shield +50% 40 N/A Better and lighter version of the kite shield.
Quest reward

Special armor[edit]

More armor parts can be purchased in some shops throughout the game. They will increase the protection to legs, torso and head.

Two more helms are available, but they are not part of any armor set.

  • Fancy boots: less protection than any other helm;
  • Parade helm: same encumbrance as cuir-bolli and conical helms, but better protection.

Torso is made of body and hands. Some armor parts protect specifically only one of these two body parts.

  • Fur cape (prot. +3.5 on body)
  • Leather cape (prot. +4.5 on body)
  • Gauntlets (prot. +2 on hands)

Foot armor increases protection on the legs. Footwear is listed here from the less protective and heavier to the most protective and lighter:

  • Wooden clogs
  • Fine boots
  • Sandals
  • Slippers
  • Dwarf boots
  • Riding boots
  • Better boots
  • Dress boots
  • Work boots
  • Fur boots

Neck armor increases protection on the head. Necklaces are obtained by joining a magic order. A "raw fish" falls into this category, too.

Necklace Prot. Enc. Magic order
Pearl amulet 2 1 White Pearl order (humans & elves; Brettle)
Blue chain 2 1 Blue Gem order (dwarves and keldens; Pearl of Avalon)
Black choker 2 1 Secret Storm (giants; Poitle Lock)
Black Onyx (legends; Shellernoon)
Stone amulet 2 1 Dark Stone amulet (undead; Olanthen)
Red necklace 2 1 Red Mist order (elementals; Thimblewald)
Raw fish 6 3 Fish house (Poitle Lock)

Armor suggestions[edit]

Choosing armor is a delicate matter. High endurance allows to carry a heavier armor, but high size limits it. Therefore, the ratio of endurance to size is the best indicator to choose an armor.

Characters are sorted by endurance/size ratio, with the best ratio on top and the worst at the bottom.

The armor encumbrances are scaled into the plot so that a Rogue has the minimum level for the cloth armor and the chain armor falls halfway between two Dwarf classes; it is just a tailored suggestion, not a mathematical absolute!