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|This article is about how armour works. For details on armour types see Armour Types, or a list of armour see Category:Equipment.|
Armour is worn in the back, head, torso, legs and feet slots of the worn equipment inventory. There are often several types of armour for each slot, each usually aimed at a different part of the combat triangle. For example, both chain bodies and robes can be equipped in the torso slot, but where the plate bodies are aimed at warriors, robes are better for mages.
Armour typically offers protection from attacks by way of an armour rating and a class type, and provide a life point bonus and Prayer bonus. These vary from armour piece to armour piece, but typically the higher the armour rating, the higher the life point bonus and Prayer bonus. It should be mentioned, that some armour is cosmetic and provides no bonuses at all.
A class type determines which class the armour is strong and weak against in terms of the Combat Triangle.
A life bonus increases the amount of life points you have by that number. So, if you have 1000 life points and your armour's life point bonus is 100, you would have a total of 1100 life points.
A prayer bonus modifier affects how quickly prayers drain your prayer points, having a higher prayer bonus modifier means your prayer points will drain slower. The calculation is (drain rate / 100) * (100 - prayer bonus).
The strength, ranged and magic bonuses are added to you base damage in Melee, Ranged and Magic.
Armour comes in 3 types: tank, power, and hybrid. These all vary slightly in terms of armour rating and life bonus, some even come with damage modifiers.
- Tank armour is the most common armour type and provides the best protection as it has a larger defensive bonus than other armour types.
- Power armour doesn't offer the protection that tank armour does, but it does make up for this as it provides a damage boost.
- Hybrid armour won't provide as much protection as the other amour types, and doesn't have a damage boost like power armour, but it does mean that your enemies won't get an advantage over you in terms of the combat triangle. Hybrid armour provides equal protection against at least two sides of the combat triangle. Hybrid armour marked as 'All' will provide protection against all three sides of the triangle.
A summary of the armour types can be seen in the table below. Tank armour is used as a bench mark to compare the other armour types to.
|Type||Armour rating||Life Bonus||Notes|
|Power||-5 tiers||-10 tiers||10% bonus damage *|
|Hybrid/All||-15 tiers||-15 tiers||No accuracy penalty|
* This is 10% of the same tiered, Fastest speed, 1 handed weapon.
^ This is 100% across armour and 25% for a shield (see below)
To make this clearer, we can use the following example where a level 60 piece of armour is used as a base. Given this, the armour types would give the following benefits:
|Type||Armour rating||Life Bonus|
|Tank||260||1440 (+360 from a shield)|
The distribution of the damage increase for power armour is spread across the equipment slots as so:
Armour affects the chance of an enemy landing a successful hit on you; this is known as their hit chance. Typically, a higher armour rating means you will get hit less frequently but your armour's class and your enemy's damage type will affect this too. Even if you have a high armour rating, your armour's weakness can reduce the effectiveness of your armour rating should an enemy use that type of attack against you.
Each individual piece of armour contributes a certain amount to your armour rating and hitpoints, usually under the following percentages:
Armour rating contribution values:
- Head: 20%
- Body: 35%
- Legs: 25%
- Boots: 10%
- Gloves: 10%
- Shield: 25%
Hitpoint contribution values:
- Head: 20%
- Body: 40%
- Legs: 30%
- Boots: 5%
- Gloves: 5%
- Shield: 25%
These values are based off 100% without a shield.
Shields and armour worn on the torso contribute the most to your armour rating, with other armour pieces contributing much less, especially smaller items such as gloves.
Main article: Degradable Items
Some items wear away with use, these are referred to as degradable items. Such items have their life measured by a number of charges assigned to the item. When you attack an enemy, or when an enemy attacks you, these charges are reduced - even if you are not hit. Some of these items can be repaired for a fee, others will turn to dust when all of their charges have been used.
Death will also reduce the life time of a degradable item. Should you die, any items that cannot be repaired will have their charges reduced by 10%. For items that can be repaired, this reduction is twice that: 20%. If an item is not worn on death, or is saved via the death interface or the Protect Item prayer, the item will not degrade.
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