Encumbrance rating
For shield encumbrance, see Shields. Not to be confused with encumbrance from inventory weight, an obsolete mechanic.
An encumbrance rating is a penalty applied to body armour. The heavier your armour, the higher the encumbrance rating. The higher the encumbrance, the higher the penalty is to evasion, spellcasting, stealth, and ranged weapons. Encumbrance can be mitigated, but not removed, by strength and Armour skill.
Encumbrance rating is exclusive to body armour. Certain other armours may "encumber" you, but use different mechanics.
- Bardings have a -2 EV penalty. This does not penalize casting, stealth, etc., and cannot be reduced by strength / armour skill.
- Shields also have an encumbrance, but it's handled entirely differently. See Shields for more details.
See the Table of Armours for numerical details on all items with encumbrance ratings.
Contents
Base Penalty
Body armour has a "base" penalty of:[1]
Where:
- "S" = scale. Scale essentially equals to 1 (100/100), meaning it has no impact the final result. It is used to increase the precision of encumbrance calculations.
- "armour" = Armour skill and "str" = strength.
This equation can be simplified into the following form:
While this equation is not used directly, it is used to determine most of the other penalties.
Evasion
Encumbrance rating has two effects on EV:
- Encumbrance will directly lower your evasion. This is reduced by armour skill and strength.
- Encumbrance will lower the effect of Dodging skill on evasion. This penalty is only reduced by strength.
EV Penalty
Encumbrance will lower your EV by:[2]
This number is subtracted directly from your EV score.
Dodging Penalty
Encumbrance will also reduce the EV gained by Dodging skill and dexterity.
For Dodging Bonus = (8 + 0.8 × Dodging × Dex) / (20 - size_factor)
. See Evasion for more detail.
This Dodging Bonus is then multiplied by a modifier.[3]
- If (encumbrance - 3) ≥ strength:
- If (encumbrance - 3) < strength:
For e = encumbrance. If (e-3) is 0 or lower, then there's no penalty to Dodging.
Spellcasting Penalty
Encumbrance increases "spellFailure", which is not to be confused with your chance of actually failing a spell:[4][5]
As a reference:
- 1 intelligence = -2 spellFailure
- 1 Spellcasting skill = -3 spellFailure
- 1 (Spell School) skill = -12 spellFailure, divided by the number of schools of a spell
"SpellFailure" is then transformed multiple times to determine your actual chance of failure. See spell success for details.
Stealth Penalty
Encumbrance reduces your stealth score:[6]
Independent of armour skill or strength. This does not reduce the Stealth skill, so encumbrance doesn't impact the strength of stabs, nor does it impact the use of atropa and datura darts.
Ranged Weapon Penalty
Encumbrance slows down Ranged Weapons (but not Throwing weapons). It increases the attack delay of these weapons, in units of decaAut:[7]
This penalty is rounded to the tenths place in a weighted fashion, then added to your attack delay. Note that, because these are in units of decaAut, the equation is divided by 10. If you want regular aut, multiply by 10.
Analysis
In general:
- Armour skill has a linear impact on encumbrance. Every point in Armour reduces encumbrance by -2.2%.
- Strength has a logarithmic impact on encumbrance. Going from 7 -> 17 strength will give the same % reduction as 2 -> 7 strength, which has the same reduction as 17 -> 37 strength. This results in strength having a diminishing return.
On Evasion
As mentioned above, strength has a diminishing return on encumbrance as a whole. But there exists a clear breakpoint, e - 3 = str
, where the dodging penalty shifts from 1 equation to another. Beyond this point, strength starts to drop more rapidly. This breakpoint only applies to Dodging, not to casting or the general EV penalty.
This is the basis behind a rule of thumb, where strength should at least be the same number as encumbrance. However, this is not a hard rule. More strength is still likely to have a noticeable impact. And, if you don't have any Dodging skill, then str = (e-3) has next-to-no significance to your character.
The % of Dodging Bonus is tabulated below, as an example:
Fire dragon scales (e=11) | Plate armour (e=18) | |||||
---|---|---|---|---|---|---|
Strength | % of Dodging | Delta | Strength | % of Dodging | Delta | |
5 | 31.25% | 12 | 40.0% | |||
6 | 37.5% | +6.25% | 13 | 43.3% | +3.3% | |
7 | 43.75% | +6.25% | 14 | 46.6% | +3.3% | |
8 | 50% | +6.25% | 15 | 50% | +3.3% | |
9 | 55.5% | +5.5% | 16 | 53.1% | +3.1% | |
10 | 60% | +4.5% | 17 | 55.9% | +2.8% | |
11 | 63.6% | +3.6% | 18 | 58.3% | +2.4% |
Note, again, that this is only the impact on Dodging bonus. Remember that there is another EV penalty on top of this. Overall, every point of strength will give less EV than the previous point of strength. (Of course, you should still have high strength if you plan to wear heavy armour).
Spreadsheet
See this spreadsheet (and/or make a copy) for an armour penalty calculator: Calculator (outdated as of 0.27)
History
- Ranged weapon penalities were added in 0.29.
- Armour to-hit penalities were removed in 0.28. Specifically, they were:
- Armour no longer slows down unarmed melee attacks, and some of the mathematics have changed between 0.13 and 0.17.
- Encumbrance ratings were introduced in 0.13, replacing the EV penalty system.
References
- ↑ player.cc:5723 (0.30.0)
- ↑ player.cc:5718 (0.30.0)
- ↑ player.cc:2082 (0.30.0)
- ↑ player.cc:2126 (0.30.0)
- ↑ spl-cast.cc:416 (0.30.0)
- ↑ player.cc:3075 (0.30.0)
- ↑ player-act.cc:354 (0.30.0)