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Items / Item

Decorated Curberg Cuirass

Uses 9 inventory cells, base value 520, value per cell 57.77778. 1 way to obtain it is listed.

Item3×3

MATERIALS & RESULTS

Item attributes

Choose a material to compare attributes and crafting materials.

4 possible rarities. Rarity follows the material; compare the actual values below.

Starts at the lowest available rarity.

1 · Item preview

Decorated Curberg Cuirass
Decorated Curberg CuirassBrass · Notable

Choose a material to compare this item's values. The picture shows its shape; material appearance is not simulated.

2 · Choose the material

Decorated Curberg Cuirass

4 rarities · 16 materials

Protection uses this item’s area coefficient × the selected material coefficient. Weight and maximum durability remain item values.

Crafting materials, tools and facilities

Materials to make 1:

ToolsFacilities

These ingredients make 1 item(s) in one crafting operation.

This recipe must be learned before crafting.

3 · Item result
Torso base protection
21 %
Item weight
5
Maximum durability
100
Material hardness
0.3
View calculations

Selected configuration

Notable

Brass is Notable. This item follows the selected material’s rarity.

Calculated from the materials selected above. Character bonuses and target defences are separate.

Torso base protection · For this body area; other armour and damage-type resistances affect the final hit.
21 %
Decorated Curberg Cuirass area protection 0.7 × Brass hardness 0.3 × 100% = 21%.
Source items
Item weight
5
Decorated Curberg Cuirass: Item weight = 5; unchanged by material choice.
Source items
Maximum durability
100
Decorated Curberg Cuirass: 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.

COMBAT VALUES

Initial configuration reference

2 values

Coefficient × material property = base protection. The two values below are an input and its result, not two separate reductions.

Torso coefficient · multiply by material
0.7
Torso base protection · default material
42%

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.

Choose the material above to see the ingredients and crafting requirements.

camp facilities

Camp facilities

1