Mechanic

Item Armour

Item Armour is the Armour value printed on an individual item after that item's Quality and local Armour modifiers are applied. It is a value that other effects can read. It is not the character's total Armour and does not itself describe how much Physical damage a Hit will lose.
0.5.4d
Current data

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 Item Armour does

Current rules

Read the Armour number on the named equipped item. Use that displayed number for effects that say Item Armour. If the effect says total Item Armour on Equipped Armour Items, add the displayed Armour values on all qualifying equipped armour pieces. Do not add global Armour increases, passive bonuses, temporary buffs, or Armour gained from another source.

Use the value printed on the item
Item Armour is the exact Armour value shown on that item's tooltip. A helmet with 420 displayed Armour contributes 420 Item Armour to an effect that reads the Equipped Helmet.
Quality and local modifiers are already included
Quality and local modifiers that increase the item's own Armour change the displayed value, so they change Item Armour. Read the final tooltip number instead of adding the base value and local modifiers again.
Global and character modifiers are excluded
Passive skills, global increased Armour, buffs, and other effects that change the Armour granted to the character do not change Item Armour. They can change the character's total Armour while the item's printed value stays the same.
Named slots only read that slot
Item Armour on Equipped Helmet reads the helmet. Item Armour on Equipped Gloves reads the gloves. Item Armour on Equipped Body Armour reads the body armour. Armour on another slot does not satisfy that named-slot check.
Total Equipped Armour Items means a sum
Wording that asks for total Item Armour on Equipped Armour Items adds the printed Armour values on the equipped helmet, body armour, gloves, boots, and other qualifying armour equipment. A piece with only Evasion or Energy Shield contributes zero Item Armour unless an effect gives that item Armour.
Hybrid items contribute only their Armour value
An Armour and Evasion item has separate displayed Armour and Evasion values. Item Armour reads only Armour. Wording such as Item Armour and Evasion on Equipped Shield explicitly combines both named values.
Item Armour is not Armour mitigation
Armour is the defensive stat used against Hits, normally Physical Hits. Item Armour is a source value that another effect reads. The amount of Physical damage prevented still depends on the character's Armour and the size of the incoming Hit.
The character sheet exposes item defence totals
Since 0.4.0d, the character sheet displays the character's item Armour, item Evasion, and item Energy Shield totals. These totals help check effects that read all equipped armour pieces without replacing the individual item values.

Current effects that read Item Armour

7 cases
01
Barkskin

Armour gained from repeated Energy Shield damage can stack, but its total Armour gain cannot exceed the Item Armour on Equipped Armour Items.

Related: Barkskin
02
Polished Iron

Grants additional Stun Threshold equal to 30% of Item Armour on Equipped Armour Items. The calculation reads the equipped item total, not global Armour.

Related: Polished Iron
03
Leather Bound Gauntlets

Grants 1 Evasion Rating per 1 Item Armour on Equipped Gloves. Only the glove tooltip's Armour value is used.

Related: Leather Bound Gauntlets
04
Ruinic Helm

Grants 1 Maximum Energy Shield per 8 Item Armour on Equipped Helmet. Fractions below the next complete group of 8 do not grant another point.

Related: Ruinic Helm
05
Revenge

Grants Physical Thorns damage equal to 10% of Item Armour on Equipped Body Armour.

Related: Revenge
06
Spiked Shield and Greatest Defence

These passives scale Attack Damage from the combined Item Armour and Evasion on the Equipped Shield. Both displayed shield values are named and counted.

Related: Spiked Shield, Greatest Defence
07

Limits and exceptions

6 rules
  • Use the final Armour number printed on the item.
  • Do not count global Armour increases as Item Armour.
  • Do not count a temporary Armour buff as Item Armour.
  • A named-slot effect reads only the named equipped slot.
  • Item Evasion and Item Energy Shield are separate values unless the modifier names them.
  • Item Armour is not the same calculation as Physical Damage Reduction from Armour.