Armor/DS
Armor is any in-game Item that mitigates damage and protects the character from harm. It works by absorbing a portion of incoming damage in place of the wearer's (character or mob) Health. Note that an armor's Durability is decreased every time it blocks damage.
Calculations
When the character or mob is wearing both chest armor and head armor, the total received damage would be distributed as follows:
- Initial damage is absorbed by the primary armor.
- Leftover damage is absorbed by the secondary armor.
- Unabsorbed damage is then subtracted from the character's or mob's .
It is difficult to tell without getting hit first or using a mod which item is designated as primary or secondary armor. Re-equipping them or reloading the game can change this order. The damage subtracted from the character's is the same despite the order.
Example: Attack damage of a Spider Queen (80) to a character or mob equipped with a (primary armor) and a (secondary armor) will be distributed as follows:
- 80 × 60% = 48 damage is absorbed by the
- (80 − 48) × 80% = 25.6 damage is absorbed by the
- 80 − 48 − 25.6 = 6.4 damage is subtracted from the character or mob's
Calculation can be simplified to: 80 × (1 − 60%) × (1 − 80%) = 6.4
In a generic form:
damage * (1 - primary armor) * (1 - secondary armor) = damage taken
Note that the damage taken does not change when the primary and secondary values are switched, only how durability is lost is affected.
Chest armor
Item | Name | DLC | Durability | Damage Absorption | Sanity | Movement Speed | Crafting | Notes |
---|---|---|---|---|---|---|---|---|
Grass Suit | 225 | 60% | x10 x2 | |||||
Log Suit | 450 | 80% | x8 x2 | |||||
Night Armor | 750 | 95% | -10/min | x5 x3 | Decreases Sanity by 10% of total damage (Damage absorbed by the armor + damage let through the armor). | |||
Marble Suit | 1050 | 95% | -30% | |||||
Snurtle Shell Armor | 1050 | 60% | Players can hide inside the armor. It absorbs 100% damage while hiding inside. Snurtle Shell Armor has a 75% chance to drop from Snurtles. | |||||
Thulecite Suit | 1800 | 90% | +3.3/min | x6 x4 | ||||
Scalemail | 1350 | 70% | +3.3/min | x1 x1 x3 | When worn, it provides immunity to fire damage, ignites enemies attacking the player. | |||
Seashell Suit | 750 | 75% | x10 x2 x1 | Protects the player from poisoning through physical contact. | ||||
Limestone Suit | 825 | 70% | +2.0/min | -10% | x3 x2 | |||
Obsidian Armor | 1350 | 70% | x5 x1 x1 | When worn, it provides immunity to fire damage, ignites enemies attacking the player. | ||||
Cactus Armor | 450 | 80% | x3 x1 | Deals 17 damage to attackers. Elephant Cacti ignore the player. | ||||
Tin Suit | 1200 | 85% | -10% | x3 x1 | Has the possibility of spawning in a Bandit Stash. | |||
Mant Suit | 450 | 80% | x5 x1 | Makes Mants neutral to the player if worn with a Mant Mask. | ||||
Weevole Mantle | 900 | 65% | x4 x2 | It doesn't contribute a speed reduction during the Humid Season however it does not prevent the helmet slot to the player | ||||
Vortex Cloak | 450 | 100% (from non-shadows) | x5 x1 | Adds 10 inventory slots. Drains Sanity equal to 20% of damage absorbed by each hit. Nightmare Fuel can be used to restore 10% of its durability, at the cost of 5 Sanity. | ||||
Bramble Husk | 375 | 65% | Prevents damage from Brambles, Bramble Blooms and Bramble Traps. Deals 22.5 damage to every mob around wearer when hit. Only available to the Hamlet character Wormwood. |
Head armor
Item | Name | DLC | Durability | Damage Absorption | Water Resistance | Crafting | Notes |
---|---|---|---|---|---|---|---|
Football Helmet | 450 | 80% | 20% | x1 x1 | If given to Pig or Bunnyman it provides them a damage absorption effect | ||
Beekeeper Hat | 750 | 80% | 20% | x8 x1 | Only absorbs damage taken from Bees, Killer Bees, Grumble Bees and the Bee Queen, ineffective against everything else. | ||
Shelmet | 750 | 90% | 20% | Has a 10% chance to drop from Slurtles. | |||
Thulecite Crown | 1200 | 90% | x4 x4 | Has a 33% chance to activate a force field which absorbs 100% of damage and prevents the player from getting stunned; While the force field is active 5% of the damage that would have been dealt is instead reduced from Sanity. | |||
Visor | 600 | 85% | x1 x1 () |
Removes blurriness and fog effects in the Hamlet DLC. Only available to Wagstaff. | |||
Battle Helm | 750 | 80% | 20% | x2 x2 () |
Only available to the Reign of Giants character Wigfrid. | ||
Horned Helmet | 600 | 85% | 35% | x1 x4 x1 | Protects against Poison from physical contact. | ||
Mant Mask | 450 | 80% | x5 x1 | Makes Mants neutral to the player when worn with a Mant Suit. | |||
Fancy Helmet | 1200 | 85% | 20% | x3 x3 | Reduces movement speed by 10%. Has the possibility of spawning in a Bandit Stash. |
Primary & secondary armor
The game itself does not distinguish any sort of pre-defined priorities of armor, instead takes them on the fly. While it might be hard to keep track of what armor receives the most damage, it is manageable.
Primary armor, i.e. the armor that absorbs the most damage, is always the last equipped. In order to save one's helmet, they would equip the helmet first, then the suit. If a suit is hot switched (replaced right away) it keeps its position. However, if there is any moment in which the helmet slot is empty (occurs when a helmet breaks, even if the player has a replacement in their inventory), the helmet assumes the primary slot and the suit has to be re-equipped.
It has been reported that reloading the game could change the positions. If not sure what armor is primary, just unequip the suit and equip it again, and the suit will become the primary.
Keep in mind that even the most beaten up log/grass suit still retains its original fuel value, therefore does not have to be used up. Instead of heading into the battle with an armor with low durability, risking the helmet assuming primary slot mid-fight, try equipping the shiny new suit and leaving the old one for when the night comes.