Armor

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Armor is wearable equipment that reduces the damage you take from incoming attacks. It is worn in the four-slot Armor bag — head, body, legs, and feet — and comes in two tiers, Iron and Silver. Armor is crafted by Kaziir the Armoursmith in The Dunes East, repaired by Grimjaw in Frostmere or Harun the Forgewright in Dunes West, and every piece can carry a Relic.

Armor grants percentage damage reduction. It does not add shield capacity — the shield pool is a fixed 100 points and is filled by potions, regardless of what you wear.

Damage reduction

Each equipped piece reduces incoming combat damage by a percentage. Pieces stack, so a full set adds up to the set total.

Tier Helmet Body Legs Boots Full set
Iron 2% 4% 3% 1% 10%
Silver 3% 6% 4.5% 1.5% 15%

Partial sets work: each piece contributes its own percentage on its own. Armor never reduces a hit below 1 damage.

Unarmoured penalty

A player wearing no armor at all takes 1.5× damage (50% more) from the late-game mobs:

Wearing even a single piece removes the penalty and switches you to the damage-reduction model instead.

Wearing requirements

Tier Combat level to wear
Iron 15
Silver 25

The gate is per tier, not per piece, and applies only to wearing the armor. A smith below the Combat requirement can still craft, trade, and sell the plate.

Crafting

Armor is forged by Kaziir the Armoursmith in his tower in The Dunes East, gated on Smithing. Each piece takes ingots, Molten Rock, and Brute Horns, and a craft takes about 30 seconds per piece.

Piece Smithing level Materials
Iron Helmet 14 40 Iron Ingot + 40 Molten Rock + 5 Brute Horn
Iron Boots 16 25 Iron Ingot + 25 Molten Rock + 2 Brute Horn
Iron Legguards 18 50 Iron Ingot + 50 Molten Rock + 10 Brute Horn
Iron Body Armor 20 50 Iron Ingot + 50 Molten Rock + 10 Brute Horn
Silver Helmet 24 80 Silver Ingot + 60 Molten Rock + 15 Brute Horn
Silver Boots 26 40 Silver Ingot + 20 Molten Rock + 10 Brute Horn
Silver Legguards 28 75 Silver Ingot + 70 Molten Rock + 25 Brute Horn
Silver Body Armor 30 100 Silver Ingot + 80 Molten Rock + 25 Brute Horn

A full Iron set costs 165 Iron Ingots + 165 Molten Rock + 27 Brute Horns; a full Silver set costs 295 Silver Ingots + 230 Molten Rock + 75 Brute Horns.

Gathering the materials:

Durability and repair

Every piece has 2,500 durability. Each worn piece loses 1 durability per hit you take, so all worn pieces wear down together — a full set does not make any single piece break faster. A piece that reaches 0 durability breaks and is destroyed, along with any Relic on it, so repair it before then.

Damaged armor is repaired by Grimjaw in Frostmere or Harun the Forgewright in Dunes West — Kaziir sells plate but does not take it back. A full repair costs 60% of the piece's forging bill (ingots, Molten Rock, and Brute Horns alike), scaled to how much durability is missing. See Repair for the full rules.

Worn armor is not safe on death: if you die in the Wilderness, Emberstone or the Dunes, your worn pieces drop into your tombstone with your carried items, keeping their durability and any Relic. Die in the Glade Cave and your carried items and worn armor are destroyed outright — the cave leaves no tombstone.

Trading

Only undamaged armor can be listed on the Marketplace (the same rule applies to forged tools); repair a worn piece at Grimjaw or Harun first. Player-to-player trades accept worn armor, and the piece keeps its durability.

Relics

Every Iron and Silver armor piece is eligible for a Relic weave at Qadim the Relicweaver, worn or carried. Armor Relics add bonuses such as extra damage reduction, more maximum HP, and movement speed.

Cosmetic outfits — including the Venomweaver Suit pieces — are not armor: they grant no damage reduction and only the Armor-bag pieces above do.

Page Why it matters
Iron armor set Overview of the first armor tier.
Silver Armor Set Overview of the top armor tier.
Kaziir the Armoursmith Crafts all armor in The Dunes East.
Repair Restoring worn armor and tools.
Grimjaw Repairs armor and tools in Frostmere.
Harun the Forgewright Repairs armor and tools in Dunes West.
Relics Permanent bonuses woven onto armor.
Combat Wearing requirements and damage mechanics.
Smithing Crafting requirements and the ingot economy.
Immunity & Protection The wider protection system.