PvE Damage Table
Armour is not one number that goes up. Every piece is built against a particular kind of violence, and the breastplate that shrugs off an axe will let a knife straight through. This is the whole matchup table.
PvE Damage Table
What every creature attack family does to every armour in Fractara — the full 0.75× / 1.00× / 1.25× matchup matrix, and which creatures swing which way.
Armour in Fractara is not a single number that goes up. Each piece is built against a particular kind of violence, and the same breastplate that shrugs off an axe will let a knife straight through. This is the whole table.
Search a creature by name to see only the row it swings on, or switch to Armour and search a piece to see everything that comes at it.
| Attack family | |||||||
|---|---|---|---|---|---|---|---|
| 1.25×+25% dmg | 1.00×standard | 0.75×−25% dmg | 0.75×−25% dmg | 0.75×−25% dmg | 0.75×−25% dmg | 0.75×−25% dmg | |
| 1.25×+25% dmg | 1.00×standard | 1.00×standard | 1.00×standard | 0.75×−25% dmg | 1.00×standard | 1.25×+25% dmg | |
| 1.00×standard | 1.00×standard | 1.00×standard | 0.75×−25% dmg | 1.25×+25% dmg | 1.00×standard | 0.75×−25% dmg | |
| 1.00×standard | 1.00×standard | 0.75×−25% dmg | 1.25×+25% dmg | 1.00×standard | 1.00×standard | 0.75×−25% dmg | |
| 1.25×+25% dmg | 1.00×standard | 1.00×standard | 0.75×−25% dmg | 1.00×standard | 1.00×standard | 1.00×standard | |
| 1.25×+25% dmg | 1.00×standard | 1.00×standard | 1.00×standard | 1.00×standard | 0.75×−25% dmg | 1.00×standard | |
| 1.25×+25% dmg | 1.00×standard | 1.00×standard | 1.00×standard | 0.75×−25% dmg | 1.00×standard | 1.00×standard |
Nothing selected. Pick an attack family to see what turns it aside, or an armour to see what it is good and bad against.
- 0.75× — superior defenceA quarter off every hit. This armour is built for that attack.
- 1.00× — standardFull damage, no penalty. Most pairings sit here.
- 1.25× — vulnerableA quarter more damage. The armour's structure works against you.
How to use it
You do not have to guess which item is protecting you. Every defensive piece you have equipped — body armour, shield, boots and gloves included — is checked against each incoming attack, and the one that leaves you taking the least damage is the one that counts. Boots and gloves read as Leather, so a Breastplate worn with leather boots quietly covers both of those columns at once.
That makes mixing deliberate. A heavy chest against Axes and Spears, light accessories against Knives, a shield in the offhand against archers — the game will pick whichever of them is best in the moment, so the answer is rarely one perfect set. It is a spread that has no glaring hole in it.
The two Dragon pieces are the sharpest example of that. Dragon Scalemail is the only thing in the game that blunts a Blade, and it is also the only thing that a Spear goes through faster than usual. A Dragon Shield reverses that exactly: superb against Spears and Knives, actively worse than nothing special against a sword.
Wearing nothing is a decision
Going unarmoured is a real column, and in five of the seven rows it is the worst one on the board. Claws, Blades, Axes, Bows and Staves all hit an unarmoured Claimant a quarter harder than they hit anyone in a tunic. Only Spears and Knives — the precise ones, built to find a gap — treat bare skin the same as cloth.
Where the multipliers land
This matchup is one multiplier inside the full hit calculation, applied before your defence divides the result. It stacks with tier, with the level gap between you and the creature, and with your defence rating — so a 25% swing here is a 25% swing on the number that eventually lands, not a 25% swing on your whole survivability. The rest of that arithmetic, and the health and damage of every creature, is on the Creatures page.
These matchups are what the servers run today. The wider combat curve they feed into is openly provisional and being calibrated against real play, so expect the numbers around this table to move even while the table itself holds still.