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 | 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 (945 ) |
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/DST character Wormwood. |
Head armor[]
Item | Name | 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 | |
Mant Mask | 450 | 80% | x5 x1 | Makes Mants neutral to the player when worn with a Mant Suit. | ||
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. | |
Battle Helm | 750 | 80% | 20% | x2 x2 | Only available to the Reign of Giants character Wigfrid. | |
Fancy Helmet | 1200 | 85% | 20% | x3 x3 | Reduces movement speed by 10%. Has the possibility of spawning in a Bandit Stash. | |
Horned Helmet | 600 | 85% | 35% | x1 x4 x1 | Protects against Poison from physical contact. | |
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. |
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.
Armor is a type of in-game Item that mitigates damage and protects the character from harm. It works by absorbing a portion of incoming hit damage in place of the wearer's (character or mob) Health. And loses Durability based on damage it blocked.
Armor generally has two stats called Protection and Planar Defense, which distribute (general) Damage and Planar Damage by hit for the Mob or Character they are equipped with.
Note that armor can only share physical Damage and Planar Damage, other sources of damage such as Food, Fire, Freezing, Overheating or Crafting cannot be absorbed by armor. And armor isn't the only way to reduce health losses.
Calculations[]
Protection[]
- Armor absorbs physical damage from hits equal proportion to their Protection value.
- If wearing more than one armor, use the highest protection value.
- Damage is split among all of the worn armors, weighed by their Protection value.
- Unabsorbed physical damage is then subtracted from the character's or mob's .
Damage Taken = Physical Damage * (1 - Highest Protection)
Planar Defense[]
Attention: Planar Defense is not Planar Entity Protection!
- Armor absorbs Planar Damage from hits equal quantity to their Planar Defense value.
- Damage is evenly distributed to each armor until it reaches the Planar Defense they have.
- Unabsorbed planar damage is then subtracted from the character's or mob's .
Damage Taken = Planar Damage - Sum of all Planar Defense
For mobs that deal a low amount of planar damage, such as the Grazer, the amount of planar damage dealt can be reduced into the negatives with this formula. A negative amount of total planar damage received simply means the target takes no planar damage.
Example[]
Example: Attack damage of a Spider Queen (80 general + 0 planar) to a character equipped with a and a will be distributed as follows:
- 60% < 80%
- 80 × 80% = 64 damage is absorbed by two armor
- 0+0 = 0 planar damage is absorbed by two armor
- (80 − 64) + (0 - 0) = 16 damage is take by the character's
Another example: Attack damage of a Rasp (20 general + 20 planar) to a character equipped with a and a will be distributed as follows:
- 80% < 90%
- 20 × 90% = 18 damage is absorbed by two armor.
- 10+5 = 15 planar damage is absorbed by two armor.
- (20 − 18) + (20 - 15) = 7 damage is take by the character's
Chest armor[]
Item | Name | Durability | Protection | Planar Defense | Sanity | Crafting | Notes |
---|---|---|---|---|---|---|---|
Grass Suit | 157.5 | 60% | 0 | x10 x2 | Take 17 more damage from Werebeaver. | ||
Log Suit | 315 | 80% | 0 | x8 x2 | Take 17 more damage from Werebeaver. | ||
Night Armor | 525 | 95% | 0 | -10/min | x5 x3 | Decreases Sanity by 10% of total damage (Damage absorbed by the armor + damage let through the armor). | |
Marble Suit | 735 | 95% | 0 | x6 x2 | -30% Movement Speed Knockback Resistance | ||
Snurtle Shell Armor | 735 | 60% | 0 | 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 | 1260 | 90% | 0 | +3.3/min | x6 x4 | ||
Scalemail | 945 | 70% | 0 | +3.3/min | x1 x1 x3 | When worn, it provides immunity to fire damage, ignites enemies attacking the player. | |
Bone Armor | 16 uses | 0 | 0 | Given a shield every 5 seconds that blocks all attack damage. Nightmare Fuel can be used to refuel 25% of its durability. | |||
Dreadstone Armor | 840 | 90% | 5 | -20/min (while repairing) | x6 x4 | When worn restores durability every second based on the character's sanity amount. | |
Brightshade Armor | 830 | 80% | 10 | ×4 ×4 | When an attack comes from Lunar Aligned, both the wearer and the armor take 10% less damage (or set bonus: total 25%) | ||
Void Robe | 830 | 80% | 10 | ×4 ×4 | Blocks negative sanity auras | ||
Bramble Husk | 525 | 80% | 0 | x2 x4 | 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 | Durability | Protection | Planar Defense | Water Resistance | Crafting | Notes |
---|---|---|---|---|---|---|---|
Beekeeper Hat | 1050 | 0% (80% vs. ) | 0 | 20% | x8 x1 | Only absorbs damage taken from Bees, Killer Bees, Grumble Bees and the Bee Queen, ineffective against everything else. | |
Hardwood Hat | 262.5 | 70% | 0 | 0 | ×1 ×6 x1 () | Woodie can craft this with the proper skill tree points | |
Cookie Cutter Cap | 525 | 70% | 0 | 35% | x4 x1 | ||
Bee Queen Crown | 945 | 70% | 0 | 20% | Converts insanity auras into sanity auras.
Triggers the Bow Emote for nearby players. Dropped by the Bee Queen and sometimes found in Loot Stashes. | ||
Bone Helm | 945 | 70% | 0 | 20% | Induces insanity effects.
Prevents Shadow Creatures from attacking. Dropped by the Ancient Fuelweaver. | ||
Football Helmet | 315 | 80% | 0 | 20% | x1 x1 | If given to Pig or Bunnyman it provides them a damage absorption effect | |
Battle Helm | 525 | 80% | 0 | 20% | x2 x2 | Only available to the Reign of Giants character Wigfrid. | |
Commander's Helm | 682.5 | 80% | 8 (once unlocked) | 35% | x2 x2 x1 | Unlocked in Wigfrid's skill tree. Provides 60 insulation and reduces knockback. Additional skill points provide 8 planar defense and auto repair (when worn by Wigfrid). | |
Brightshade Helm | 830 | 80% | 10 | 20% | ×4 ×2 | When an attack comes from Lunar Aligned, both the wearer and the armor take 10% less damage (or set bonus: total 25%) | |
Void Cowl | 830 | 80% | 10 | 0 | ×4 ×2 | Physical damage dealt by Shadow Reaper's is increased by 10% and planar damage is increased by 8. Increases Shadow Reaper's damage by 4 per hit, up to 28 total additional planar damage. | |
Eye Mask | 315 | 80% | 0 | 20% | Absorbs 80% of peneral damage.
Feed food to repair. | ||
Shelmet | 525 | 90% | 0 | 20% | Has a 10% chance to drop from Slurtles. | ||
Thulecite Crown | 840 | 90% | 0 | 0 | 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. | |
Dreadstone Helm | 840 | 90% | 5 | 20% | x4 x4 | When worn restores durability every second based on the character's sanity amount. Drains 20 sanity/min while repairing. |
Hand armor[]
Both shields count as armor and weapons.
Item | Name | Durability | Protection | Planar Defense | Damage | Notes |
---|---|---|---|---|---|---|
Shield of Terror | 315 | 80% | 0 | 51 | Feed food to repair. | |
Battle Rönd | 420 | 85% (base) | 0 | 51 | Wigfrid only. Absorbs 100% of general damage when block activated. Additional skill points add block time and riposte damage. |