Skip to main content

September 24, 2026

That Armor Looks Heavy

System ยท Armor

A new weight budget, proper physical matchups and a reason to notice the hammer coming toward your plate helmet.

Put the whole outfit on the scales

The approved armor redesign starts with equipped weight against class capacity. Mix cloth, leather, chain and plate as you like. Each piece contributes. Stay within capacity and there is no overweight penalty.

Go over and action times climb on a curve. At 125% capacity the weight multiplier is 1.125. At 150% it is 1.5. At twice your capacity it is 3. That last suit had better be worth the trouble.

Strength has a job

Class level, additional Strength and the appropriate talent determine capacity. Allocated Strength caps at 20 points. The top weight budgets are meant to require help from equipment, rather than another handful of points you cannot actually spend.

Dexterity still contributes to action speed. The design applies that timing consistently to melee, ranged attacks and casting. Damage per hit, projectile travel and cooldowns stay out of the weight calculation.

Watch the weapon

The physical matchup design separates Slashing, Piercing and Blunt damage. Plate resists cuts and piercing hits, but takes a relative penalty against blunt force. Chain handles cuts well and fares worse against piercing. Leather is more balanced. Cloth stays neutral in this extra layer while keeping its ordinary armor rating.

The armor guide carries the full weight tables, capacity examples and matchup numbers. Mix your pieces, check your budget and work out what kind of trouble the outfit is built for. Bring a calculator if you like. We brought one.

More additions and fixes in the daily changelog

โ† All development updates