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Created page with "200px|thumb|right|A rune stone said to ward off harm — heat, webs, and blade alike. '''Immunity & Protection''' is an overview of every damage-mitigation and hazard-immunity system in Kintara. Protection in Kintara falls into two broad categories: '''environmental hazard immunity''' (surviving a zone's unique danger, like heat or webs) and '''combat defense''' (reducing damage taken from mobs and other players). This page collects both in one plac..."
 
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[[File:immunity.png|200px|thumb|right|A rune stone said to ward off harm — heat, webs, and blade alike.]]
[[File:immunity.png|200px|thumb|right|A rune stone said to ward off harm — heat, webs, and blade alike.]]
'''Immunity & Protection''' is an overview of every damage-mitigation and hazard-immunity system in Kintara. Protection in Kintara falls into two broad categories: '''environmental hazard immunity''' (surviving a zone's unique danger, like heat or webs) and '''combat defense''' (reducing damage taken from mobs and other players). This page collects both in one place so you can see what protects you, where you get it, and what it actually covers.
'''Immunity & Protection''' is an overview of every damage-mitigation and hazard-immunity system in Kintara.
 
Protection in Kintara falls into two broad categories:
 
* '''Environmental hazard immunity''' surviving a zone's unique danger, such as heat or webs.
* '''Combat defense''' reducing damage taken from mobs and other players.
 
This page collects both systems so you can see what protects you, where you get it, and what it actually covers.
 
<div class="kin-note"><span class="kin-note-label">Armor rework:</span> Armor no longer works by topping up the shield bar. It now cuts a flat percentage off every hit you take, piece by piece, before your shield absorbs the remaining damage. See [[#Combat Defense|Combat Defense]] for the full breakdown.</div>


== Overview ==
== Overview ==
{| class="wikitable"
{| class="wikitable"
! Category
! Category
Line 9: Line 19:
|-
|-
| Environmental hazard immunity
| Environmental hazard immunity
| Full immunity to a specific zone hazard, usually requiring a complete cosmetic/armor set
| Full immunity to a specific zone hazard, usually requiring a complete gear set
| [[Desert Robes]] (heat), Venomweaver set (webs)
| [[Desert Robes]] for heat; Venomweaver armor set for webs
|-
|-
| Combat defense
| Combat defense
| Reduces damage taken from mobs and players, scales with gear tier
| Reduces damage taken from mobs and players. Armor cuts a flat percentage per hit, then the shield absorbs the remaining damage.
| [[Smithing|Iron/Silver armor]], [[Shield Potion]]
| [[Smithing|Iron and Silver armor]], [[Shield Potion]], shield bar
|}
|}


Hazard immunity and combat defense are separate systems — wearing full Desert Robes does nothing against a Magma Brute's attacks, and Silver armor does nothing against Dunes heat. Match your gear to the danger you're walking into.
Hazard immunity and combat defense are separate systems. Wearing full [[Desert Robes]] does nothing against a [[Magma Brute]]'s attacks, while Silver armor does nothing against the heat in [[The Dunes]]. Match your gear to the danger you are walking into.


== Environmental Hazard Immunity ==
== Environmental Hazard Immunity ==
These immunities are binary — you either have full protection or you don't. Partial sets give no partial benefit unless stated otherwise.
 
These immunities are binary — you either have full protection or you do not. Partial sets give no immunity benefit until the full set is worn.


{| class="wikitable"
{| class="wikitable"
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! Immunity source
! Immunity source
! Requirement
! Requirement
! Notes
! Drop source
|-
|-
| Heat damage
| Heat damage
| [[The Dunes]]
| [[The Dunes]]
| [[Desert Robes]]
| [[Desert Robes]] ([[Desert Robe Top|Top]] + [[Desert Robe Bottom|Bottom]])
| Full set (top + bottom)
| Both pieces equipped
| 1 HP every 10 seconds after a 30s grace period without immunity. 100% immunity with full set.
| [[Giant Scorpion]] — 1 in 5,000 per piece
|-
|-
| Web snares
| Web snares
Line 39: Line 50:
| Venomweaver armor set ([[Venomweaver Helm|Helm]], [[Venomweaver Chestplate|Chestplate]], [[Venomweaver Legguards|Legguards]], [[Venomweaver Boots|Boots]])
| Venomweaver armor set ([[Venomweaver Helm|Helm]], [[Venomweaver Chestplate|Chestplate]], [[Venomweaver Legguards|Legguards]], [[Venomweaver Boots|Boots]])
| All 4 pieces equipped
| All 4 pieces equipped
| Server-authoritative verified server-side, cannot be spoofed. Does not protect against the ripple pulse or mini-spider adds.
| [[Venomweaver]] 1 in 5,000 per piece
|}
|}


<div class="kin-note"><span class="kin-note-label">Note:</span> Both hazard immunities are earned from long-term farming or crafting, not purchased outright. Desert Robes are woven by [[Zahir the Dyeweaver]] from colour sets; the Venomweaver set drops piece-by-piece at 1 in 5,000 per piece from the Venomweaver boss itself.</div>
=== Heat Immunity — Desert Robes ===
 
* Provides 100% immunity to Dunes heat damage once both the Top and Bottom are worn.
* Dunes heat normally deals 1 HP every 10 seconds after a 30-second grace period.
* Immunity is passive and permanent while the complete set is worn.
* The set has no cooldown and does not suffer durability decay.
* Players commonly acquire pieces while farming [[Medium Scroll]]s from [[Giant Scorpion]], since both the scrolls and robes come from the same mob.
* The complete set can also be bought on the [[Marketplace]].
 
=== Web Immunity — Venomweaver Set ===
 
* Grants immunity to the [[Venomweaver]] boss's web snares when all four armor pieces are equipped.
* Does '''not''' protect against the ripple pulse or mini-spider adds.
* Players can still take damage while wearing the set; the immunity only prevents being webbed in place.
* Immunity is server-authoritative and cannot be spoofed by wearing partial sets or visual-only pieces.
* Each piece drops independently at 1 in 5,000 from the Venomweaver boss itself.
* The Venomweaver boss is the only drop source; pieces can also be traded between players.
 
<div class="kin-note"><span class="kin-note-label">Note:</span> Desert Robes and the Venomweaver set both come from farming the mobs whose hazards they protect against. Giant Scorpions drop the robes for Dunes heat, while Venomweaver drops its own counter-set. Both drop at 1 in 5,000 per piece — the robes are still the shorter grind overall since the set is only 2 pieces against the Venomweaver set's 4.</div>


== Combat Defense ==
== Combat Defense ==
Unlike hazard immunity, combat defense scales gradually better gear means less damage taken, not a hard on/off switch.
 
Combat defense works in two layers:
 
# '''Armor''' reduces a percentage of incoming damage.
# '''Shield''' absorbs the remaining damage.
 
=== Armor Damage Reduction ===
 
Each piece of Iron or Silver armor reduces the damage of every hit received by a fixed percentage for that armor slot.
 
This replaced the old system where armor increased shield capacity. Armor is now a direct damage reduction and applies to every hit, not only while the shield is active.
 
{| class="wikitable"
! Piece
! Iron
! Silver
|-
| Helm
| 2%
| 3%
|-
| Body
| 4%
| 6%
|-
| Legs
| 3%
| 4.5%
|-
| Boots
| 1%
| 1.5%
|-
| '''Full set'''
| '''10%'''
| '''15%'''
|}
 
<div class="kin-note"><span class="kin-note-label">Note:</span> Armor reduction is applied before the shield does its work, effectively extending both the shield and health pool over the course of a fight. Swapping an armor piece mid-fight changes the damage reduction on the next hit, with no re-equip delay.</div>
 
Armor pieces have durability: each worn piece survives 2,500 hits taken before breaking (rebalanced up from 1,000 in an August 2026 update).
 
=== Shield ===
 
{| class="wikitable"
! Detail
! Value
|-
| Shield capacity
| Flat 100 for every player
|-
| Scales with gear?
| No — shield capacity no longer scales with armor worn
|-
| Recharge
| [[Shield Potion]] — temporary top-up from [[The Alchemist]]
|}
 
<div class="kin-note"><span class="kin-note-label">Update:</span> Shield capacity is now a flat 100 for everyone, regardless of the armor being worn. If a player had more than 100 shield under the old gear-scaled system, it settled back to 100 on the next login. The armor items themselves were not changed, reset, or refunded — only the shield-capacity calculation changed.</div>
 
=== Going Unarmored ===
 
Wearing zero armor pieces carries an additional penalty against several specific mobs. It is not simply the absence of an armor bonus.
 
{| class="wikitable"
! Mob
! Unarmored penalty
|-
| [[Giant Scorpion]]
| Hits 50% harder
|-
| [[Magma Brute]]
| Hits 50% harder
|-
| [[King Scorpia]]
| Hits 50% harder (bite and riposte)
|-
| [[Venomweaver]]
| The boss's ripple pulse and web hits, as well as its mini-spider bites, all hit 50% harder
|}
 
A single piece of armor, including one boot, is enough to turn this penalty off. Either Iron or Silver armor qualifies.
 
=== Other Combat Defense ===


{| class="wikitable"
{| class="wikitable"
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|-
|-
| [[Smithing|Armor]]
| [[Smithing|Armor]]
| Worn defense
| Worn, flat percentage damage reduction per piece
| Iron (Combat 15+) · Silver (Combat 25+)
| Wearing requirements: Iron Combat 15+; Silver Combat 25+. Crafting is gated separately, on [[Smithing]] level.
| Crafted at [[Grimjaw]] (Frostmere) or [[Harun the Forgewright]] (Dunes West). See [[Smithing]] for full crafting costs.
| Crafted by [[Kaziir the Armoursmith]] in the Dunes — he sells armor but does not take it back. Damaged armor is repaired at a forge, by [[Grimjaw]] in [[Frostmere]] or [[Harun the Forgewright]] in [[The Dunes West|Dunes West]], the same place forged tools and swords are repaired. See [[Smithing]] for full crafting costs.
|-
|-
| [[Shield Potion]]
| [[Shield Potion]]
| Consumable
| Consumable
| Single tier
| Single tier
| Temporary damage reduction from [[The Alchemist]]. Stacks with worn armor.
| Temporary shield top-up from [[The Alchemist]]. Stacks with worn armor's damage reduction.
|}
|}


For full armor crafting costs, materials, and durability figures, see the [[Smithing]] page.
For full armor crafting costs, materials, and durability figures, see [[Smithing]].
 
== Combat Reliability ==
 
Combat and inventory protection state is server-authoritative.
 
Recent reliability fixes include:
 
* Purchased potions remain in the player's inventory after reconnecting.
* Gear durability remains attached to the correct item.
* A tool's wear cannot be incorrectly transferred or displayed on another tool.
* Shield, healing, gear durability, and item-loss states are validated when the player reconnects.


== Quick Comparison ==
== Quick Comparison ==
{| class="wikitable"
{| class="wikitable"
! Protection
! Protection
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! Full immunity?
! Full immunity?
! Zone-specific?
! Zone-specific?
! Drop rate / Cost
|-
|-
| [[Desert Robes]]
| [[Desert Robes]]
| Environmental
| Environmental
| Yes (heat only)
| Yes heat only
| Yes — The Dunes
| Yes — [[The Dunes]]
| 1 in 5,000 per piece; 2 pieces
|-
|-
| Venomweaver set
| Venomweaver set
| Environmental
| Environmental
| Yes (web snares only)
| Yes web snares only
| Yes — Venomweaver fight
| Yes — Venomweaver fight
| 1 in 5,000 per piece; 4 pieces
|-
|-
| Iron/Silver armor
| Iron armor
| Combat
| Combat
| No — scaled reduction
| No — 10% damage reduction as a full set
| No — usable anywhere
| No — usable anywhere
| Crafted, not dropped
|-
| Silver armor
| Combat
| No — 15% damage reduction as a full set
| No — usable anywhere
| Crafted, not dropped
|-
|-
| [[Shield Potion]]
| [[Shield Potion]]
| Combat
| Combat
| No — temporary reduction
| No — temporary shield top-up
| No — usable anywhere
| No — usable anywhere
| Bought from [[The Alchemist]]
|}
|}


== Related pages ==
== Related Pages ==
 
{| class="wikitable"
{| class="wikitable"
! Page
! Page
Line 101: Line 237:
| [[Desert Robes]]
| [[Desert Robes]]
| Full heat immunity in The Dunes.
| Full heat immunity in The Dunes.
|-
| [[Desert Robe Top]]
| Half of the Desert Robes set.
|-
| [[Desert Robe Bottom]]
| Half of the Desert Robes set.
|-
|-
| [[Venomweaver]]
| [[Venomweaver]]
| Source of the web-immunity armor set.
| Source of the web-immunity armor set; its webs, ripple pulse, and mini-spiders all hit unarmoured players 50% harder.
|-
| [[Venomweaver Helm]]
| Piece of the web-immunity set.
|-
| [[Venomweaver Chestplate]]
| Piece of the web-immunity set.
|-
| [[Venomweaver Legguards]]
| Piece of the web-immunity set.
|-
| [[Venomweaver Boots]]
| Piece of the web-immunity set.
|-
| [[Iron Helmet]]
| Iron armor piece providing 2% damage reduction.
|-
| [[Iron Body Armor]]
| Iron armor piece providing 4% damage reduction.
|-
| [[Iron Legguards]]
| Iron armor piece providing 3% damage reduction.
|-
| [[Iron Boots]]
| Iron armor piece providing 1% damage reduction.
|-
| [[Silver Helmet]]
| Silver armor piece providing 3% damage reduction.
|-
| [[Silver Body Armor]]
| Silver armor piece providing 6% damage reduction.
|-
| [[Silver Legguards]]
| Silver armor piece providing 4.5% damage reduction.
|-
| [[Silver Boots]]
| Silver armor piece providing 1.5% damage reduction.
|-
| [[Kaziir the Armoursmith]]
| Crafts Iron and Silver armor in the Dunes.
|-
|-
| [[Smithing]]
| [[Smithing]]
| Crafting Iron and Silver armor.
| Skill gating armor crafting.
|-
|-
| [[Shield Potion]]
| [[Shield Potion]]
| Temporary combat damage reduction.
| Temporary shield top-up.
|-
|-
| [[The Dunes]]
| [[The Dunes]]
| Zone with heat hazard.
| Zone with a heat hazard.
|-
|-
| [[Glade Cave]]
| [[Glade Cave]]
| Zone with web hazard (Venomweaver fight).
| Zone with a web hazard during the Venomweaver fight.
|-
| [[Giant Scorpion]]
| Source of Desert Robes; hits unarmoured players 50% harder.
|-
| [[Magma Brute]]
| Hits unarmoured players 50% harder.
|-
| [[King Scorpia]]
| Hits unarmoured players 50% harder.
|-
|-
| [[Combat]]
| [[Combat]]
Line 121: Line 311:
|}
|}


[[Category:Mechanics]]
[[Category:Kintara Wiki]]
[[Category:Kintara Wiki]]

Latest revision as of 07:40, 12 September 2026

A rune stone said to ward off harm — heat, webs, and blade alike.

Immunity & Protection is an overview of every damage-mitigation and hazard-immunity system in Kintara.

Protection in Kintara falls into two broad categories:

  • Environmental hazard immunity — surviving a zone's unique danger, such as heat or webs.
  • Combat defense — reducing damage taken from mobs and other players.

This page collects both systems so you can see what protects you, where you get it, and what it actually covers.

Armor rework: Armor no longer works by topping up the shield bar. It now cuts a flat percentage off every hit you take, piece by piece, before your shield absorbs the remaining damage. See Combat Defense for the full breakdown.

Overview

Category What it covers Examples
Environmental hazard immunity Full immunity to a specific zone hazard, usually requiring a complete gear set Desert Robes for heat; Venomweaver armor set for webs
Combat defense Reduces damage taken from mobs and players. Armor cuts a flat percentage per hit, then the shield absorbs the remaining damage. Iron and Silver armor, Shield Potion, shield bar

Hazard immunity and combat defense are separate systems. Wearing full Desert Robes does nothing against a Magma Brute's attacks, while Silver armor does nothing against the heat in The Dunes. Match your gear to the danger you are walking into.

Environmental Hazard Immunity

These immunities are binary — you either have full protection or you do not. Partial sets give no immunity benefit until the full set is worn.

Hazard Zone Immunity source Requirement Drop source
Heat damage The Dunes Desert Robes (Top + Bottom) Both pieces equipped Giant Scorpion — 1 in 5,000 per piece
Web snares Glade Cave (Venomweaver fight) Venomweaver armor set (Helm, Chestplate, Legguards, Boots) All 4 pieces equipped Venomweaver — 1 in 5,000 per piece

Heat Immunity — Desert Robes

  • Provides 100% immunity to Dunes heat damage once both the Top and Bottom are worn.
  • Dunes heat normally deals 1 HP every 10 seconds after a 30-second grace period.
  • Immunity is passive and permanent while the complete set is worn.
  • The set has no cooldown and does not suffer durability decay.
  • Players commonly acquire pieces while farming Medium Scrolls from Giant Scorpion, since both the scrolls and robes come from the same mob.
  • The complete set can also be bought on the Marketplace.

Web Immunity — Venomweaver Set

  • Grants immunity to the Venomweaver boss's web snares when all four armor pieces are equipped.
  • Does not protect against the ripple pulse or mini-spider adds.
  • Players can still take damage while wearing the set; the immunity only prevents being webbed in place.
  • Immunity is server-authoritative and cannot be spoofed by wearing partial sets or visual-only pieces.
  • Each piece drops independently at 1 in 5,000 from the Venomweaver boss itself.
  • The Venomweaver boss is the only drop source; pieces can also be traded between players.
Note: Desert Robes and the Venomweaver set both come from farming the mobs whose hazards they protect against. Giant Scorpions drop the robes for Dunes heat, while Venomweaver drops its own counter-set. Both drop at 1 in 5,000 per piece — the robes are still the shorter grind overall since the set is only 2 pieces against the Venomweaver set's 4.

Combat Defense

Combat defense works in two layers:

  1. Armor reduces a percentage of incoming damage.
  2. Shield absorbs the remaining damage.

Armor — Damage Reduction

Each piece of Iron or Silver armor reduces the damage of every hit received by a fixed percentage for that armor slot.

This replaced the old system where armor increased shield capacity. Armor is now a direct damage reduction and applies to every hit, not only while the shield is active.

Piece Iron Silver
Helm 2% 3%
Body 4% 6%
Legs 3% 4.5%
Boots 1% 1.5%
Full set 10% 15%
Note: Armor reduction is applied before the shield does its work, effectively extending both the shield and health pool over the course of a fight. Swapping an armor piece mid-fight changes the damage reduction on the next hit, with no re-equip delay.

Armor pieces have durability: each worn piece survives 2,500 hits taken before breaking (rebalanced up from 1,000 in an August 2026 update).

Shield

Detail Value
Shield capacity Flat 100 for every player
Scales with gear? No — shield capacity no longer scales with armor worn
Recharge Shield Potion — temporary top-up from The Alchemist
Update: Shield capacity is now a flat 100 for everyone, regardless of the armor being worn. If a player had more than 100 shield under the old gear-scaled system, it settled back to 100 on the next login. The armor items themselves were not changed, reset, or refunded — only the shield-capacity calculation changed.

Going Unarmored

Wearing zero armor pieces carries an additional penalty against several specific mobs. It is not simply the absence of an armor bonus.

Mob Unarmored penalty
Giant Scorpion Hits 50% harder
Magma Brute Hits 50% harder
King Scorpia Hits 50% harder (bite and riposte)
Venomweaver The boss's ripple pulse and web hits, as well as its mini-spider bites, all hit 50% harder

A single piece of armor, including one boot, is enough to turn this penalty off. Either Iron or Silver armor qualifies.

Other Combat Defense

Source Type Tiers Notes
Armor Worn, flat percentage damage reduction per piece Wearing requirements: Iron — Combat 15+; Silver — Combat 25+. Crafting is gated separately, on Smithing level. Crafted by Kaziir the Armoursmith in the Dunes — he sells armor but does not take it back. Damaged armor is repaired at a forge, by Grimjaw in Frostmere or Harun the Forgewright in Dunes West, the same place forged tools and swords are repaired. See Smithing for full crafting costs.
Shield Potion Consumable Single tier Temporary shield top-up from The Alchemist. Stacks with worn armor's damage reduction.

For full armor crafting costs, materials, and durability figures, see Smithing.

Combat Reliability

Combat and inventory protection state is server-authoritative.

Recent reliability fixes include:

  • Purchased potions remain in the player's inventory after reconnecting.
  • Gear durability remains attached to the correct item.
  • A tool's wear cannot be incorrectly transferred or displayed on another tool.
  • Shield, healing, gear durability, and item-loss states are validated when the player reconnects.

Quick Comparison

Protection Type Full immunity? Zone-specific? Drop rate / Cost
Desert Robes Environmental Yes — heat only Yes — The Dunes 1 in 5,000 per piece; 2 pieces
Venomweaver set Environmental Yes — web snares only Yes — Venomweaver fight 1 in 5,000 per piece; 4 pieces
Iron armor Combat No — 10% damage reduction as a full set No — usable anywhere Crafted, not dropped
Silver armor Combat No — 15% damage reduction as a full set No — usable anywhere Crafted, not dropped
Shield Potion Combat No — temporary shield top-up No — usable anywhere Bought from The Alchemist
Page Why it matters
Desert Robes Full heat immunity in The Dunes.
Desert Robe Top Half of the Desert Robes set.
Desert Robe Bottom Half of the Desert Robes set.
Venomweaver Source of the web-immunity armor set; its webs, ripple pulse, and mini-spiders all hit unarmoured players 50% harder.
Venomweaver Helm Piece of the web-immunity set.
Venomweaver Chestplate Piece of the web-immunity set.
Venomweaver Legguards Piece of the web-immunity set.
Venomweaver Boots Piece of the web-immunity set.
Iron Helmet Iron armor piece providing 2% damage reduction.
Iron Body Armor Iron armor piece providing 4% damage reduction.
Iron Legguards Iron armor piece providing 3% damage reduction.
Iron Boots Iron armor piece providing 1% damage reduction.
Silver Helmet Silver armor piece providing 3% damage reduction.
Silver Body Armor Silver armor piece providing 6% damage reduction.
Silver Legguards Silver armor piece providing 4.5% damage reduction.
Silver Boots Silver armor piece providing 1.5% damage reduction.
Kaziir the Armoursmith Crafts Iron and Silver armor in the Dunes.
Smithing Skill gating armor crafting.
Shield Potion Temporary shield top-up.
The Dunes Zone with a heat hazard.
Glade Cave Zone with a web hazard during the Venomweaver fight.
Giant Scorpion Source of Desert Robes; hits unarmoured players 50% harder.
Magma Brute Hits unarmoured players 50% harder.
King Scorpia Hits unarmoured players 50% harder.
Combat Core skill governing damage taken and dealt.