Items / Item
Elbow Guards
Uses 4 inventory cells, base value 35, value per cell 8.75.
MATERIALS & RESULTS
Item attributes
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4 possible rarities. Rarity follows the material; compare the actual values below.
Starts at the lowest available rarity.
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Elbow Guards
4 rarities · 16 materialsProtection uses this item’s area coefficient × the selected material coefficient. Weight and maximum durability remain item values.
NotableMaterial details: Brass
No crafting recipe is listed for this material selection.
- Left arm base protection
- 6 %
- Right arm base protection
- 6 %
- Item weight
- 1
- Maximum durability
- 100
- Material hardness
- 0.3
Selected configuration
NotableBrass is Notable. This item follows the selected material’s rarity.
Calculated from the materials selected above. Character bonuses and target defences are separate.
- Left arm base protection · For this body area; other armour and damage-type resistances affect the final hit.
- 6 %
- Elbow Guards area protection 0.2 × Brass hardness 0.3 × 100% = 6%.
Source items
- Right arm base protection · For this body area; other armour and damage-type resistances affect the final hit.
- 6 %
- Elbow Guards area protection 0.2 × Brass hardness 0.3 × 100% = 6%.
Source items
- Item weight
- 1
- Elbow Guards: Item weight = 1; unchanged by material choice.
Source items
- Maximum durability
- 100
- Elbow Guards: Maximum durability = 100; unchanged by material choice.
Source items
- Material hardness
- 0.3
- Brass: Material hardness = 0.3.
Source items
Loot sources
These sources may yield this item; each run and each container can differ.
More locations (2)
COMBAT VALUES
Initial configuration reference
Coefficient × material property = base protection. The two values below are an input and its result, not two separate reductions.
- Left arm coefficient · multiply by material
- 0.2
- Left arm base protection · default material
- 12%
- Right arm coefficient · multiply by material
- 0.2
- Right arm base protection · default material
- 12%
How protection works
Protection coefficient × material property = base protection. Changing the material changes the result; the coefficient and the percentage are not two separate reductions.
Protection follows the body part hit, not visible gaps in the armour. Ordinary swings and thrusts both meet this protection: a helmet protects head hits, not arm or leg hits.
Materials, overlapping armour and piercing
Swings and thrusts are moves; material resistances match damage properties instead. Base protection still works without a matching resistance. The Piercing property skips the player armour step and its material resistances; a thrust is not automatically Piercing.