Mechanic
Armour
Armour reduces applicable damage from Hits. By default it applies only to Physical Hit damage, and its reduction depends on the raw damage of each Hit rather than providing one fixed percentage.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Armour does
Current rulesFor ordinary Physical Hit damage, reduction is Armour divided by Armour plus ten times the raw Physical damage of that Hit, capped by the 90% total Physical Damage Reduction maximum. This makes Armour much stronger against repeated small Hits than one large Hit. Armour does not mitigate damage over time.
- Use the Hit-specific formula
- For an applicable Hit, Armour reduction equals Armour divided by Armour plus ten times the raw damage of that Hit. The calculation uses the applicable damage component before that Armour reduction is applied.
- Armour normally applies to Physical Hits
- Armour normally mitigates Physical damage from Hits. It does not mitigate damage over time, including the damage-over-time portion of Bleeding.
- Every Hit is calculated separately
- The raw damage of each Hit is compared with the current Armour value. Ten Hits of 100 damage are mitigated as ten small Hits, not as one combined 1,000-damage Hit.
- The useful ratios are predictable
- Armour equal to 5 times the Hit prevents about one third, 10 times prevents one half, 20 times prevents two thirds, 30 times prevents three quarters, and 90 times reaches 90% reduction.
- Total reduction is capped
- Total Physical Damage Reduction from Armour and applicable additional Physical Damage Reduction cannot exceed 90%. Since 0.4.0, Armour also cannot reduce a Hit to zero damage; at least 1 damage remains.
- Other damage types require explicit wording
- Armour applies to Elemental or Chaos damage only when an explicit modifier makes it do so. The Armour calculation is then performed independently for each applicable damage type in the Hit.
- Armour Break changes the rating first
- Armour Break subtracts from the target's Armour before later Hits are mitigated. Fully Broken Armour is a separate state with additional interactions, including increased Physical Hit damage taken by enemies.
- The character-sheet percentage is an estimate
- A displayed estimated reduction must assume a reference Hit size. Actual reduction changes for every incoming Hit because its raw applicable damage is part of the formula.
Armour needed for a raw Hit
8 casesArmour does not apply. Use the relevant resistance, damage reduction, or damage-taken modifier instead.
Related: Bleeding, ResistancesSubtracts Armour from the target and can produce Fully Broken Armour. The exact break amount and payoff belong to the Armour Break mechanic.
Related: Armour Break, Armour BreakerIron Reflexes converts all Evasion Rating to Armour, replacing avoidance from that rating with Hit-size-based mitigation.
Related: Evasion, Iron Reflexes passiveRare monster modifiers
1 linked100% increased Armour.
Limits and exceptions
7 rules- Armour is not a fixed percentage and should not be read as one.
- It does not mitigate damage over time.
- Large hits require much more Armour to reach the same reduction percentage as small hits.
- Armour normally applies only to Physical Hit damage.
- An effect that makes Armour apply to another damage type does not make the damage Physical.
- Armour and additional Physical Damage Reduction share the 90% total reduction maximum.
- Armour cannot reduce an applicable Hit below 1 damage.

































