Armor

Armor is a mostly obscured stat from the player. Having positive armor reduces the damage that character takes, and having negative armor increases the damage taken. This damage modification applies to all damage taken, except the damage from a Shrine of Blood and damage from Void Fog.

Both Survivors and monsters can have armor.

Damage taken is multiplied by $$1 - Armor / (100 + |Armor|)$$. This is a number between 0 and 2.

If a character has positive armor:


 * Damage taken is multiplied by $$100 / (100 + Armor)$$. This is a number between 0 and 1.
 * The formula for the damage reduction is: $$Armor / (100 + Armor)$$.

If a character has negative armor:


 * Damage taken is multiplied by $$2 - 100 / (100 - Armor)$$. This is a number between 1 and 2. (Note that the negative armor is subtracted, and two negatives make a positive.)
 * The formula for the damage increase is: $$100 / (100 - Armor) - 1$$.

It would take 330 (+30 armor per stack while sprinting) to get a damage reduction of 99% while sprinting. This would amount to 9900 armor.

Armor Modifications
Effects that increase a character's armor:


 * Playing on grants each player a hidden item which grants 70 armor.
 * ,, , and each have 20 base armor.
 * has 12 base armor.
 * grants 200 armor while active.
 * grants 100 armor while active.
 * grant 30 armor per stack while sprinting.
 * grants 500 armor while.
 * grants 20 armor while.
 * increase base armor by 10% per stack.
 * grants 100 armor per stack while out of danger.
 * grants 100 armor while corrupted.

Boss Monsters have some base armor. See their individual pages for exact values.


 * life-draining tendrils grant the Dunestrider 200 armor while active.
 * gain 200 armor while looking for an item.

Effects that reduce a character's armor:


 * The debuff reduces the victim's armor by 20.
 * reduces targets' armor by 30.
 * inflicts, reducing targets' armor by 60.
 * inflicts, reducing targets' armor permanently by 2 (+2 per stack) on every hit.