Armour: Difference between revisions

From Path of Exile 2 Wiki
Jump to navigation Jump to search
No edit summary
 
(7 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{About|the defensive stat|equipment classified as armour|Armour (equipment)}}
{{About|the defensive stat|equipment classified as armour|Armour (equipment)}}


{{Tooltip info
{{Keyword infobox|Armour}}
| name                  = Estimated Armour Mitigation
| description            = Armour reduces the Physical Damage you take from both Attacks and Spells (but provides no benefit against other Damage Types).<br><br>Exact Damage Reduction depends on the Damage dealt, but cannot be higher than 90%.
}}


'''Armour''' is a [[defence]] that provides [[damage reduction]] to incoming [[physical damage]] from [[spell]]s and [[attack]]s. The % of damage reduced depends on the size of the incoming hit relative to the armour value and cannot exceed 90%. Armour is associated with [[strength]]. Hits with {{c|mod|Hits Break # Armour}} can '''Break''' a given portion of armour, rendering that amount of armour ineffective.  
'''Armour''' is a [[defence]] that provides [[damage reduction]] to incoming [[physical damage]] from [[hit]]s. The % of damage reduced depends on the size of the incoming hit relative to the armour value and cannot exceed 90%. Armour is associated with [[strength]].


==Mechanics==
==Mechanics==
Armour grants physical damage reduction, with the exact amount of damage reduction depending on the ratio of armour to the physical damage of the hit. If the armour value is significantly larger than the damage, most of the damage is prevented. If the armour value is similar to or less than the incoming damage, only a small percentage of that damage will be prevented. As a result, armour is more effective against many smaller hits rather than fewer larger hits, even if the total damage dealt would be identical.  
Armour grants physical damage reduction, with the exact amount of damage reduction depending on the ratio of armour to the physical damage of the hit. If the armour value is significantly larger than the damage, most of the damage is prevented. If the armour value is similar to or less than the incoming damage, only a small percentage of that damage will be prevented. As a result, armour is more effective against many smaller hits rather than fewer larger hits, even if the total damage dealt would be identical.  
Armour can reduce damage up to a fifth of its value; for example, a character with 1000 Armour can prevent a maximum of 200 physical damage from a single hit from armour alone.


Armour never mitigates [[damage over time]], as armour only applies to hits. [[Bleed]] is an [[ailment]] that deals physical damage over time that is based on the physical damage dealt by a skill before [[mitigation]]; armour will reduce the hit damage but not the damage over time. However, both the hit damage and the damage over time can be mitigated with sources of {{c|mod|#% additional Physical Damage Reduction}}. The maximum total physical damage reduction from all sources is 90%.
Armour never mitigates [[damage over time]], as armour only applies to hits. [[Bleed]] is an [[ailment]] that deals physical damage over time that is based on the physical damage dealt by a skill before [[mitigation]]; armour will reduce the hit damage but not the damage over time. However, both the hit damage and the damage over time can be mitigated with sources of {{c|mod|#% additional Physical Damage Reduction}}. The maximum total physical damage reduction from all sources is 90%.


Normally Armour only applies to physical damage; however, it can be made to apply to other damage types through items or passive skills, such as {{il|Blackbraid}} or {{il|Doryani's Prototype}}. In such cases, the armour value applies independently to each [[damage type]]. The maximum elemental or chaos damage reduction is also 90%.
Normally Armour only applies to physical damage; however, it can be made to apply to other damage types through items or passive skills, such as {{il|Blackbraid}} or {{il|Doryani's Prototype}}. In such cases, the armour value applies independently to each [[damage type]]. The maximum elemental or chaos damage reduction is also 90%.
Armour cannot reduce an instance of damage to below 1.


===Rule of thumb===
===Rule of thumb===
Line 47: Line 44:
[[File:PercentMitigatedDmg 0.1.1b.png|thumb|none|% Mitigated Damage as a function of Incoming Damage and Armour Rating]]
[[File:PercentMitigatedDmg 0.1.1b.png|thumb|none|% Mitigated Damage as a function of Incoming Damage and Armour Rating]]


==Armour Break==
==Related mechanics==
{{Tooltip info
===Armour Break===
| name                  = Armour Break
{{main|Armour break}}
| description            = Some Skills, Items, Support Gems, and other effects can Break Armour, which lowers a target's Armour below by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds. On top of not benefitting from Armour, targets with Fully Broken Armour take 20% increased Physical damage from Hits.
[[Armour Break]] is a [[debuff]] that reduced Armour by a specified amount. When a target's Armour is broken to 0, it has Fully Broken Armour, which interact with certain mechanics. Enemies (but not players) with Fully Broken Armour also take 20% increased physical damage from hits.
<br>
 
Players Break Armour 3 times against Normal Monsters and 2 times Armour against Magic Monsters.
==Related skills==
{{Skill table
|where = items.class_id IN ("Active Skill Gem", "Meta Skill Gem") AND NOT (skill_gems.gem_tags HOLDS "Buff" AND skill_gems.gem_tags HOLDS "Persistent")
  AND items.stat_text LIKE "%armour%"
  AND items.stat_text NOT LIKE "%armour%break%" AND items.stat_text NOT LIKE "%break%armour%" AND items.stat_text NOT LIKE "%broken%armour%" AND items.stat_text NOT LIKE "%armour%broken%"
}}
}}
{{Tooltip info
 
| name                  = Armour Break below 0
===Persistent skills===
| description            = Enemies with Armour Broken below 0 have negative Armour. This means they take more Physical damage from Hits. Armour broken below 0 is capped by the enemy's base Armour.
{{Skill table
|where = items.class_id IN ("Active Skill Gem", "Meta Skill Gem") AND (skill_gems.gem_tags HOLDS "Buff" AND skill_gems.gem_tags HOLDS "Persistent")
  AND items.stat_text LIKE "%armour%"
  AND items.stat_text NOT LIKE "%armour%break%" AND items.stat_text NOT LIKE "%break%armour%" AND items.stat_text NOT LIKE "%broken%armour%" AND items.stat_text NOT LIKE "%armour%broken%"
}}
}}


'''Armour Break''' is a [[mechanic]] that allows players to reduce enemy armour by a specified amount. Armour break lasts for 12 seconds, after which the broken armour will be regained. If the target's armour value reaches 0, their armour will be '''Fully Broken''' for 12 seconds, after which they will regain all armour. Armour broken is triple against [[normal]] monsters and double against [[magic]] monsters.
==Support gems==
 
{{Skill table
Armour cannot be broken below 0 unless [[Imploding Impacts]] is allocated. If so, Armour can be broken up to the inverse of its original value; for example, an enemy with 1000 armour can be broken up to -1000 armour. Negative armour grants a damage multiplier rather than a damage reduction at the same ratio.
|where = items.class_id IN ("Support Skill Gem")
 
  AND items.stat_text LIKE "%armour%"
==Related gems==
  AND items.stat_text NOT LIKE "%armour%break%" AND items.stat_text NOT LIKE "%break%armour%" AND items.stat_text NOT LIKE "%broken%armour%" AND items.stat_text NOT LIKE "%armour%broken%"
{{Drop enabled base item table
|where= items.stat_text LIKE "%armour%" AND items.class_id LIKE "%Gem%"
|large=1
|level=1
|stat=1
}}
}}


Line 74: Line 73:
{{Drop enabled base item table
{{Drop enabled base item table
|where= (items.stat_text LIKE "%armour%") AND items.class_id NOT LIKE "%Gem%"
|where= (items.stat_text LIKE "%armour%") AND items.class_id NOT LIKE "%Gem%"
  AND items.stat_text NOT LIKE "%armour%break%" AND items.stat_text NOT LIKE "%break%armour%" AND items.stat_text NOT LIKE "%broken%armour%" AND items.stat_text NOT LIKE "%armour%broken%"
|large=1
|large=1
|base_item=1
|base_item=1
Line 83: Line 83:
==Related unique items==
==Related unique items==
{{Drop enabled unique item table
{{Drop enabled unique item table
|where= (items.stat_text LIKE "%armour%" AND items.stat_text NOT LIKE "+%to%armour%" AND items.stat_text NOT LIKE "%increased%armour%")
|where= ((items.stat_text LIKE "%armour%" AND items.stat_text NOT LIKE "+%to%armour%" AND items.stat_text NOT LIKE "%increased%armour%")
OR items.stat_text LIKE "%armour%applies%to%"
OR items.stat_text LIKE "%armour%applies%to%"
OR items.stat_text LIKE "%Every Rage also grants 1% increased Armour%"
OR items.stat_text LIKE "%Rage also grants%increased Armour%")
  AND items.stat_text NOT LIKE "%armour%break%" AND items.stat_text NOT LIKE "%break%armour%" AND items.stat_text NOT LIKE "%broken%armour%" AND items.stat_text NOT LIKE "%armour%broken%"
|large=1
|large=1
|base_item=1
|base_item=1
Line 95: Line 96:
==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|0.4.0|
* Physical Damage Reduction from Armour can no longer cause a hit to deal 0 damage. This is mostly targeted at preventing cases where multi-hitting player skills could deal 0 damage to armoured monsters at very low levels. In these cases, the hit will now deal 1 damage.
}}
{{Version history table row|0.2.0f|
* Fixed a bug where players were gaining 1% of their Evasion Rating as Armour at all times. This also fixes a bug where the Iron Reflexes Keystone Passive Skill and General's Bindings Notable Passive Skill were not providing the correct amount of Armour.
}}
{{Version history table row|0.2.0|
{{Version history table row|0.2.0|
* Armour on all monsters has been reduced by 30%.
* Armour on all monsters has been reduced by 30%.
Line 100: Line 107:
{{Version history table row|0.1.1|
{{Version history table row|0.1.1|
* Armour has been made more effective, by approximately 15%.
* Armour has been made more effective, by approximately 15%.
}}
{{Version history table row|0.1.0d|
* The duration of Armour Break has been increased to 12 seconds (previously 6).
}}
}}
{{Version history table row|0.1.0|
{{Version history table row|0.1.0|

Latest revision as of 23:56, 4 December 2025

This article is about the defensive stat. For equipment classified as armour, see Armour (equipment).
Armour
Tooltip
Armour reduces Damage taken from Hits.Any damage that isn't damage over time is Hit damage.

Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
By default, Armour only applies to PhysicalPhysical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.

Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Damage.Any damage that isn't damage over time is Hit damage.

Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.


Damage reduction from Armour is proportional to the amount of Damage,Any damage that isn't damage over time is Hit damage.

Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
and is more effective at reducing smaller hits.

Armour is a defence that provides damage reduction to incoming physical damage from hits. The % of damage reduced depends on the size of the incoming hit relative to the armour value and cannot exceed 90%. Armour is associated with strength.

Mechanics

Armour grants physical damage reduction, with the exact amount of damage reduction depending on the ratio of armour to the physical damage of the hit. If the armour value is significantly larger than the damage, most of the damage is prevented. If the armour value is similar to or less than the incoming damage, only a small percentage of that damage will be prevented. As a result, armour is more effective against many smaller hits rather than fewer larger hits, even if the total damage dealt would be identical.

Armour never mitigates damage over time, as armour only applies to hits. Bleed is an ailment that deals physical damage over time that is based on the physical damage dealt by a skill before mitigation; armour will reduce the hit damage but not the damage over time. However, both the hit damage and the damage over time can be mitigated with sources of #% additional Physical Damage Reduction. The maximum total physical damage reduction from all sources is 90%.

Normally Armour only applies to physical damage; however, it can be made to apply to other damage types through items or passive skills, such as BlackbraidBlackbraid
Fur Plate
Armour: (100-120)
Movement Speed: -5.0%
Requires Level 4, 10 Str+(40-60) to Armour
+(5-15) to Strength
+(5-15) to Intelligence
+10% to all Elemental Resistances
+(40-60) to Stun Threshold
+(100-150)% of Armour also applies to Elemental Damage
An Ezomyte endures.
or Doryani's PrototypeDoryani's Prototype
Scale Mail
Armour: (187-250)
Evasion: (168-224)
Movement Speed: -4.0%
Requires Level 37, 34 Str, 34 Dex(50-100)% increased Armour and Evasion
+(60-100) to maximum Life
+100% of Armour also applies to Lightning Damage
Enemies in your Presence have Lightning Resistance equal to yours
Lightning Resistance does not affect Lightning damage taken
"This was the first step in some grand design,
lost to the ages, now ours to decipher."
- Dominus, High Templar
. In such cases, the armour value applies independently to each damage type. The maximum elemental or chaos damage reduction is also 90%.

Armour cannot reduce an instance of damage to below 1.

Rule of thumb

  • To prevent one third of damage (33%), you need armour 5 times the damage (e.g. 500 armour for 100 damage)
  • To prevent half of damage (50%), you need armour 10 times the damage (e.g. 1000 armour for 100 damage)
  • To prevent two thirds of damage (66%), you need armour 20 times the damage (e.g. 2000 armour for 100 damage)
  • To prevent three quarters of damage (75%), you need armour 30 times the damage (e.g. 3000 armour for 100 damage)
  • To prevent 90% of damage, you need armour 90 times the damage (e.g. 9000 armour for 100 damage)

When the damage of a hit significantly exceeds Armour, it will never prevent more damage than the armour value divided by 10 (e.g. 1000 armour will never prevent more than 100 damage at its minimum percentage prevention).

Armour formulas

This section needs to be updated.

Reason: New graphs for 0.1.1 changes

Please update this article to reflect newly available information.

Relative damage reduction

The following is the base formula that can be used to calculate the damage reduction gained from armour[1]:

where A is the defender's armour rating and Draw is the raw physical damage.

Required armour rating

To calculate the armour rating required to mitigate a given amount of damage at a specific ratio, the following formula can be used:

Examples

% Mitigated Damage as a function of Incoming Damage and Armour Rating

Related mechanics

Armour Break

Main article: Armour break

Armour Break is a debuff that reduced Armour by a specified amount. When a target's Armour is broken to 0, it has Fully Broken Armour, which interact with certain mechanics. Enemies (but not players) with Fully Broken Armour also take 20% increased physical damage from hits.

Related skills

GemTierGem requires strengthGem requires dexterityGem requires intelligence
Raise ShieldRaise ShieldAttack, AoE, Melee, Physical, Channelling
Level: 1
Attack Time: 0.55 sec
Critical Strike Chance: 5.00%
Attack Damage: 80% of base
Requires: Armoured ShieldRaise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.Shield Bash causes 600% more Heavy Stun buildup
Shield Bash always Light Stuns
Shield Bash Dazes if holding a Tower Shield
Shield Bash can't be Evaded
Shield Bash deals 3 to 4 Physical Damage per 5 Armour on Shield
Skills can be managed in the Skills Panel.
0NoNoNo
Shield ChargeShield ChargeAttack, AoE, Melee, Physical, Channelling, Travel
Tier: 3
Level: (1-20)
Cost: (7-48) Mana per second
Attack Time: 0.60 sec
Critical Strike Chance: 5.00%
Attack Damage: (30-94)% of base
Requires: Armoured ShieldChannel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.Area of Effect
(3-85) to (5-128) Base Off Hand Physical Damage
3 to 5 Added Physical Damage per 15 Armour on Shield
Deals up to an additional +100% more Damage, based on the distance travelled
Run speed is affected by movement speed modifiers instead of Attack speed modifiers
Impact radius is 2.4 metres

Collision
Attack Damage: (60–217)% of base
(3-85) to (5-128) Base Off Hand Physical Damage
Knocks Back Enemies
6 to 8 Added Physical Damage per 15 Armour on Shield
50% more Stun buildup
Deals up to an additional +100% more Damage, based on the distance travelled
Impact radius is 2.4 metres

Additional Effects From 1-20% Quality:
Deals up to an additional +(2-40)% more Damage, based on the distance travelled
Skills can be managed in the Skills Panel.
3YesNoNo
Skeletal Frost MageSkeletal Frost MageMinion, Persistent, Cold
Tier: 5
Level: (1-20)
Reservation: (120-39) Spirit
Activate to summon Reviving Skeletal Frost Mages that can envelop your Minions in an icy shield on Command.Command: Ice Armour
Cooldown Time: 12.00 sec
Command a Skeletal Frost Mage to target a location or Minion and apply Ice Armour to Minions in an area, reducing damage taken from Hits, causing damage to enemies that Hit them, and counting as Frozen for other effects.
Ice Armour radious is 4 meters
Ice Armour duration is 6 seconds
Ice Armour grants 40% reduced damage taken from Hits
Ice Armour deals (x-x) to (y-y) Cold damage to enemies

Additional Effects From 1-20% Quality:
Minions deal (1-20)% more damage
Skills can be managed in the Skills Panel.
5NoNoYes
VulnerabilityVulnerabilitySpell, AoE, Physical, Duration, Curse
Tier: 7
Level: (1-20)
Cost: (41-178) Mana
Cast Time: 0.70 sec
Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.Curse applies after 1.5 seconds delay
Curse radius is (1.5-3.1) metres
Curse inflicts -(16-19210) to Total Armour
Curse duration is (6-7.4) seconds
Curse does not apply to enemies above level (20-0)

Additional Effects From 1-20% Quality:
(0.5-10)% increased Curse Magnitudes
Skills can be managed in the Skills Panel.
7NoNoYes
Shield WallShield WallAttack, AoE, Melee, Physical, Duration
Tier: 7
Level: (1-20)
Cost: (13-92) Mana
Attack Time: 1.25 sec
Critical Strike Chance: 5.00%
Attack Damage: (65-235)% of base
Requires: Armoured ShieldRam your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.(4-103) to (6-155) Base Off Hand Physical Damage
6 to 8 Added Physical Damage per 15 Armour on Shield
80% less damage if destroyed within 0.5 seconds by something other than you
Explosion length is 4 metres
Limit 2 active Shield Walls
Wall duration is 6 seconds
Wall Segments have (36-12714) maximum Life
100% more Damage if destroyed by your Skills

Additional Effects From 1-20% Quality:
(2-40)% more Damage if destroyed by your Skills
Skills can be managed in the Skills Panel.
7YesNoNo

Persistent skills

GemTierGem requires strengthGem requires dexterityGem requires intelligence
Sorcery WardSorcery WardSpell, Buff, Persistent, Lightning, Cold, Fire
Level: (1-20)
Cast Time: 1.00 sec
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.Barrier recharges after (8-6.1) seconds
Elemental Damage from Hits is taken from the Barrier before your Life, Mana or Energy Shield
Barrier can take Elemental Damage up to 30% of your Armour and Evasion Rating

Additional Effects From 1-20% Quality:
Barrier can take Elemental Damage up to an additional +(0.25-5)% of your Armour and Evasion Rating
Skills can be managed in the Skills Panel.
0NoNoNo
Scavenged PlatingScavenged PlatingBuff, Persistent, Physical, Duration
Tier: 4
Level: (1-20)
Reservation: 30 Spirit
While active, uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you stacks of Scavenged Plating for a duration based on the enemy's rarity, and you gain Armour and Thorns per stack. Normal enemies grant 1 stack, Magic enemies grant 2 stacks, Rare enemies grant 5 stacks and Unique enemies grant 10 stacks.Scavenged Plating duration is 8 seconds
4% more Armour per Scavenged Plating
Maximum 10 Scavenged Plating
(2-43) to (2-64) Thorns per Scavenged Plating

Additional Effects From 1-20% Quality:
+(0.1-2) seconds to Scavenged Plating duration
Skills can be managed in the Skills Panel.
4YesNoNo
BarkskinBarkskinBuff, Persistent, Duration
Tier: 8
Level: (1-20)
Reservation: 30 Spirit
While active, taking Hit damage from enemies to your Energy Shield causes you to gain Armour for a short duration. Armour gained from multiple Hits can stack. The total Armour gained from this Skill cannot exceed the Item Armour on your Equipped Armour Items.When Hit by an enemy, gain Armour equal to (25-44)% of
Energy Shield lost
Buff duration is 6 seconds

Additional Effects From 1-20% Quality:
When Hit by an enemy, gain Armour equal to (0.25-5)% of
Energy Shield lost
Skills can be managed in the Skills Panel.
8YesNoYes
Defiance BannerDefiance BannerBanner, Buff, Persistent, AoE, Aura, Duration, Conditional
Tier: 8
Level: (1-20)
Reservation: 30 Spirit
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Armour, Evasion and movement speed.Generates 100% of Monster Power as Glory for this Skill on Hitting with an Attack
Requires 200 Glory to use
Banner Aura radius is 4.5 metres
Aura grants 30% more Armour and Evasion Rating
Aura grants 30% increased movement speed
Banner duration is (6—9.8) seconds

Additional Effects From 1-20% Quality:
(0.5-10)% increased Reservation Efficiency
Skills can be managed in the Skills Panel.
8YesYesNo

Support gems

GemTierGem requires strengthGem requires dexterityGem requires intelligence
Refraction IRefraction ISupport, Buff, Persistent
Category: Refraction
Tier: 2
Additional Reservation: 10 Spirit
Support Requirements: +5 StrSupports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.Those affected by Auras from Supported Skills gain Refractive Plating
Refractive Plating causes 20% of Armour to apply to Elemental Hit Damage taken
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
2YesNoNo
Refraction IIRefraction IISupport, Buff, Persistent
Category: Refraction
Tier: 3
Additional Reservation: 10 Spirit
Support Requirements: +5 StrSupports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.Those affected by Auras from Supported Skills gain Refractive Plating
Refractive Plating causes 30% of Armour to apply to Elemental Hit Damage taken
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
3YesNoNo
Refraction IIIRefraction IIISupport, Buff, Persistent
Category: Refraction
Tier: 5
Additional Reservation: 10 Spirit
Support Requirements: +5 StrSupports Banner Skills, causing Enemies within their area to gain Refractive Dissolution, a Debuff which lowers Elemental Resistances.Supported Banners apply Refractive Dissolution to Enemies in their radius
Refractive Dissolution applies 2% Elemental Exposure per 1000 player Armour, up to 80%
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
5YesNoNo

Related base items

ItemBase itemItem classRequired levelStats
Plate BeltPlate BeltRequires Level 25Has (1-3) Charm Slots
+(100-140) to Armour
Belt25Has (1-3) Charm Slots
+(100-140) to Armour
Warlord CuirassWarlord CuirassArmour: 445
Movement Speed: -5.0%
Requires Level 80, 121 Str+(15-25)% of Armour also applies to Elemental Damage
Body Armour80+(15-25)% of Armour also applies to Elemental Damage

Related unique items

ItemBase itemItem classRequired levelStats
Grip of KulemakGrip of Kulemak
Abyssal Signet
Inflict Abyssal Wasting on Hit(30-20)% reduced Presence Area of Effect
(30-20)% reduced Light Radius
<Can gain 0-4 custom Desecrated Modifiers> (Hidden)
Drink deeply of the Well.
Let the Abyss coil within.
Abyssal SignetRing1Inflict Abyssal Wasting on Hit(30-20)% reduced Presence Area of Effect
(30-20)% reduced Light Radius
<Can gain 0-4 custom Desecrated Modifiers> (Hidden)
(40-60)% increased Magnitude of Abyssal Wasting you inflict
Abyssal Wasting you inflict has Infinite Duration
Abyssal Wasting also applies -(8-6)% to Fire Resistance
+(20-30)% of Armour also applies to Elemental Damage
Gain (5-10)% of Damage as Extra Fire Damage
(20-10)% faster Curse Activation
+(15-20) to Spirit while you have at least 200 Strength
(15-25)% increased Ignite Magnitude
(20-30)% increased Armour
(15-25)% increased Area of Effect of Curses
Debuffs you inflict have (12-20)% increased Slow Magnitude
(4-6)% increased Spirit
(4-6)% increased Strength
+1 to Maximum Endurance Charges
Hits against you have (20-30)% reduced Critical Damage Bonus
(20-10)% reduced Slowing Potency of Debuffs on You
(8-14)% increased Skill Effect Duration
(4-6)% increased Spirit Reservation Efficiency of Skills
(30-50)% increased Thorns damage if you've consumed an Endurance Charge Recently
You and Allies in your Presence have +(17-23)% to Chaos Resistance
You and Allies in your Presence have (6-10)% increased Cooldown Recovery Rate
(20-30)% increased Accuracy Rating against Enemies affected by Abyssal Wasting
(10-20)% of Mana Leeched from targets affected by Abyssal Wasting is Instant
Abyssal Wasting also applies -(8-6)% to Cold Resistance
(15-25)% increased Magnitude of Chill you inflict
(25-40)% increased Critical Hit Chance
Gain (5-10)% of Damage as Extra Cold Damage
(6-12)% of Damage is taken from Mana before Life
Recover (2-3)% of your maximum Mana when an Enemy dies in your Presence
(15-25)% faster start of Energy Shield Recharge
+(15-20) to Spirit while you have at least 200 Intelligence
Gain Arcane Surge when a Minion Dies
(20-30)% increased maximum Energy Shield
(4-6)% increased Intelligence
Spell Skills have (7-15)% increased Area of Effect
(40-60)% increased Mana Regeneration Rate while Surrounded
(5-10)% increased maximum Mana
+1 to Maximum Power Charges
Meta Skills gain (10-16)% increased Energy
1% increased Cast Speed per 20 Spirit
(10-20)% increased Cost Efficiency of Skills if you've consumed a Power Charge Recently
Triggered Spells deal (25-40)% increased Spell Damage
You and Allies in your Presence have (7-12)% increased Cast Speed
(20-30)% increased chance to inflict Ailments against Enemies affected by Abyssal Wasting
(10-20)% of Life Leeched from targets affected by Abyssal Wasting is Instant
Abyssal Wasting also applies -(8-6)% to Lightning Resistance
Projectiles have (40-50)% chance for an additional Projectile when Forking
(15-25)% increased Critical Damage Bonus
Gain (5-10)% of Damage as Extra Lightning Damage
Recover (2-3)% of your maximum Life when an Enemy dies in your Presence
Gain Deflection Rating equal to (8-16)% of Evasion Rating
+(15-20) to Spirit while you have at least 200 Dexterity
Gain Onslaught for 4 seconds when a Minion Dies
(7-15)% increased Area of Effect for Attacks
(4-6)% increased Dexterity
(20-30)% increased Evasion Rating
(20-30)% increased amount of Life Leeched if you've consumed a Frenzy Charge Recently
(20-30)% increased Life Regeneration rate while Surrounded
+1 to Maximum Frenzy Charges
(5-10)% increased maximum Life
1% increased Attack Speed per 20 Spirit
Projectiles have (10-16)% chance to Chain an additional time from terrain
(15-25)% increased Magnitude of Shock you inflict
You and Allies in your Presence have (20-28)% increased Accuracy Rating
You and Allies in your Presence have (7-12)% increased Attack Speed
BlackbraidBlackbraid
Fur Plate
Armour: (100-120)
Movement Speed: -5.0%
Requires Level 4, 10 Str+(40-60) to Armour
+(5-15) to Strength
+(5-15) to Intelligence
+10% to all Elemental Resistances
+(40-60) to Stun Threshold
+(100-150)% of Armour also applies to Elemental Damage
An Ezomyte endures.
Fur PlateBody Armour4+(40-60) to Armour
+(5-15) to Strength
+(5-15) to Intelligence
+10% to all Elemental Resistances
+(40-60) to Stun Threshold
+(100-150)% of Armour also applies to Elemental Damage
For UtopiaFor Utopia
Stone Charm
Lasts 3.00 Seconds
Consumes 20 of 40 Charges on use
Cannot be Stunned
Requires Level 8Used when you become StunnedDefend with 200% of Armour during effect"It may be centuries hence, but I still hold utmost faith.
The Savior will rise, and mankind will be free."
Used automatically when condition is met. Can only hold charges while in belt. Refill at Wells or by killing monsters.
Stone CharmCharm8Used when you become StunnedDefend with 200% of Armour during effect
GoregirdleGoregirdle
Plate Belt
Requires Level 25Has (1-3) Charm Slots
+(100-140) to Armour
+(20-30) to Strength
(10-20) Life Regeneration per second
Defend with 200% of Armour
Maximum Physical Damage Reduction is 50%
Bleeding just means you're still alive.
Plate BeltBelt25Has (1-3) Charm Slots
+(100-140) to Armour+(20-30) to Strength
(10-20) Life Regeneration per second
Defend with 200% of Armour
Maximum Physical Damage Reduction is 50%
Doryani's PrototypeDoryani's Prototype
Scale Mail
Armour: (187-250)
Evasion: (168-224)
Movement Speed: -4.0%
Requires Level 37, 34 Str, 34 Dex(50-100)% increased Armour and Evasion
+(60-100) to maximum Life
+100% of Armour also applies to Lightning Damage
Enemies in your Presence have Lightning Resistance equal to yours
Lightning Resistance does not affect Lightning damage taken
"This was the first step in some grand design,
lost to the ages, now ours to decipher."
- Dominus, High Templar
Scale MailBody Armour37(50-100)% increased Armour and Evasion
+(60-100) to maximum Life
+100% of Armour also applies to Lightning Damage
Enemies in your Presence have Lightning Resistance equal to yours
Lightning Resistance does not affect Lightning damage taken

Version history

Version Changes
0.4.0
  • Physical Damage Reduction from Armour can no longer cause a hit to deal 0 damage. This is mostly targeted at preventing cases where multi-hitting player skills could deal 0 damage to armoured monsters at very low levels. In these cases, the hit will now deal 1 damage.
0.2.0f
  • Fixed a bug where players were gaining 1% of their Evasion Rating as Armour at all times. This also fixes a bug where the Iron Reflexes Keystone Passive Skill and General's Bindings Notable Passive Skill were not providing the correct amount of Armour.
0.2.0
  • Armour on all monsters has been reduced by 30%.
0.1.1
  • Armour has been made more effective, by approximately 15%.
0.1.0
  • Introduced to the game.

References