Armour: Difference between revisions

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==Related passive skills==
The following [[passive skill]]s are related to armour:
===Increased armour===
{{Query base passive skills
|where=passive_skill_stats.id = "physical_damage_reduction_rating_+%"
  OR passive_skill_stats.id LIKE "%armour_+\%%"
  OR passive_skill_stats.id LIKE "%armour_evasion_+\%%"
}}
===Armour applies to non-physical damage===
{{Query base passive skills
|where=passive_skill_stats.id LIKE "%armour%applies_to%"
}}
===Miscellany===
{{Query base passive skills
|where=passive_skill_stats.id LIKE "%armour%"
  AND passive_skill_stats.id NOT LIKE "%body_armour%"
  AND passive_skill_stats.id NOT LIKE "%armour_break%"
  AND passive_skill_stats.id NOT LIKE "%break_armour%"
  AND passive_skill_stats.id NOT LIKE "%broken_armour%"
  AND passive_skill_stats.id NOT IN ("physical_damage_reduction_rating_+%")
  AND passive_skill_stats.id NOT LIKE "%armour_+\%%"
  AND passive_skill_stats.id NOT LIKE "%armour_evasion_+\%%"
  AND passive_skill_stats.id NOT LIKE "%armour%applies_to%"
}}
===Paths Not Taken passive skills===
The following passive skills are exclusive the [[Oracle]] with [[The Unseen Path]] allocated:
{{Passive skill table
|q_tables=passive_skill_stats
|q_join=passive_skills._pageID=passive_skill_stats._pageID
|q_where=
  passive_skills.id LIKE "oracle_%" AND passive_skills.stat_text > ""
  AND (passive_skill_stats.id LIKE "%armour%")
|large=1
|stat_text=1
}}
===Ascendancy passive skills===
The following [[Ascendancy passive skill]]s are related to armour:
{{Query ascendancy passive skills
|where=passive_skills.stat_text LIKE "%armour%"
  AND passive_skills.stat_text NOT LIKE "%break%armour%"
  AND passive_skills.stat_text NOT LIKE "%broken%armour%"
  AND passive_skills.stat_text NOT LIKE "%armour%break%"
  AND passive_skills.stat_text NOT LIKE "%body armour%"
}}
===Keystones===
The following [[Keystone]]s are related to armour:
{{Query keystone passive skills
|where=
    passive_skills.stat_text LIKE "%armour%"
}}
}}



Revision as of 15:00, 12 January 2026

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)
(60-100)% 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 (8-12)% of Damage as Extra Fire Damage
(20-10)% faster Curse Activation
+(20-25) to Spirit while you have at least 200 Strength
(20-30)% increased Ignite Magnitude
(30-40)% increased Armour
(15-25)% increased Area of Effect of Curses
Debuffs you inflict have (12-20)% increased Slow Magnitude
(6-10)% 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
(10-16)% increased Skill Effect Duration
(6-10)% 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 (10-14)% increased Cooldown Recovery Rate
(30-40)% increased Accuracy Rating against Enemies affected by Abyssal Wasting
(20-30)% of Mana Leeched from targets affected by Abyssal Wasting is Instant
Abyssal Wasting also applies -(8-6)% to Cold Resistance
(20-30)% increased Magnitude of Chill you inflict
(25-40)% increased Critical Hit Chance
Gain (8-12)% of Damage as Extra Cold Damage
(10-14)% of Damage is taken from Mana before Life
Recover (3-5)% of your maximum Mana when an Enemy dies in your Presence
(15-25)% faster start of Energy Shield Recharge
+(20-25) to Spirit while you have at least 200 Intelligence
Gain Arcane Surge when a Minion Dies
(30-40)% increased maximum Energy Shield
(4-6)% increased Intelligence
Spell Skills have (9-18)% 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
2% 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 (11-16)% increased Cast Speed
(30-40)% increased chance to inflict Ailments against Enemies affected by Abyssal Wasting
(20-30)% 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 (8-12)% 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 (10-20)% of Evasion Rating
+(20-25) to Spirit while you have at least 200 Dexterity
Gain Onslaught for 4 seconds when a Minion Dies
(9-18)% increased Area of Effect for Attacks
(4-6)% increased Dexterity
(30-40)% increased Evasion Rating
(20-30)% increased amount of Life Leeched if you've consumed a Frenzy Charge Recently
(30-40)% 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

Related passive skills

The following passive skills are related to armour:

Increased armour

NameStats
Armour
15% increased Armour [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15]
20% increased Armour if you haven't been Hit Recently [2]
18% increased Armour [5] [6]
20% increased Armour if you have been Hit Recently [4]
10% increased Armour
+5% of Armour also applies to Elemental Damage [13] [14] [15]
Armour and Applies to Lightning Damage
10% increased Armour
+10% of Armour also applies to Lightning Damage [1] [2] [3]
Armour and Applies to Cold Damage
10% increased Armour
+10% of Armour also applies to Cold Damage [1] [2] [3]
Armour and Applies to Fire Damage
10% increased Armour
+10% of Armour also applies to Fire Damage [1] [2] [3]
Armour and Energy Shield
12% increased Armour
12% increased maximum Energy Shield [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15]

10% increased Armour
10% increased maximum Energy Shield [3] [4]
Armour and Energy Shield Delay
12% increased Armour
12% faster start of Energy Shield Recharge [1] [2]
Armour and Evasion while Surrounded
20% increased Armour while Surrounded
20% increased Evasion Rating while Surrounded [1] [2] [3]
Armour Break and Armour
Break 15% increased Armour
10% increased Armour [1] [2]
Armour if Consumed Endurance Charge
20% increased Armour if you've consumed an Endurance Charge Recently [1] [2] [3]
Armour if Hit
20% increased Armour if you have been Hit Recently [1] [2]
Armour while Surrounded
30% increased Armour while Surrounded [1] [2]
Endurance Charge Duration and Armour
10% increased Endurance Charge Duration
10% increased Armour if you've consumed an Endurance Charge Recently [1] [2]
Fire Damage and Armour
6% increased Fire Damage
10% increased Armour [1] [2]
Life Leech. Armour and Evasion while Leeching
8% increased Armour and Evasion Rating while Leeching
8% increased amount of Life Leeched [1] [2]
Shapeshifted Armour
10% increased Armour while Shapeshifted
+5% of Armour also applies to Elemental Damage while Shapeshifted [1] [2] [3]
Ancient Aegis
60% increased Armour from Equipped Body Armour
60% increased Energy Shield from Equipped Body Armour [1]
Backup Plan
50% increased Armour if you haven't been Hit Recently
50% increased Evasion Rating if you have been Hit Recently [1]
Devoted Protector
15% faster start of Energy Shield Recharge
15% increased Armour
+15% of Armour also applies to Elemental Damage
+5 to Strength and Intelligence [1]
Fortifying Blood
40% increased Armour and Evasion Rating while Leeching
20% increased amount of Life Leeched [1]
Hide of the Bear
40% increased Armour while Shapeshifted
25% increased Stun Threshold while Shapeshifted
+1% to Maximum Fire Resistance while Shapeshifted [1]
Honourless
50% increased Melee Damage against Immobilised Enemies
25% increased Armour if you've Hit an Enemy with a Melee Attack Recently [1]
Made to Last
5% of Physical Damage prevented Recouped as Life
30% increased Armour [1]
Molten Carapace
+2% to Maximum Fire Resistance while Ignited
50% increased Fire Damage while Ignited
50% increased Armour while Ignited [1]
Polished Iron
Gain additional Stun Threshold equal to 30% of Item Armour on Equipped Armour Items
25% increased Armour [1]
Projectile Bulwark
30% increased Armour
Defend with 120% of Armour against Projectile Attacks [1]
Relentless
15% increased Armour
Regenerate 0.5% of maximum Life per second
+10 to Strength [1]
Spiral into Depression
25% increased Armour
25% increased maximum Energy Shield
3% increased Movement Speed [1]
Sturdy Metal
80% increased Armour from Equipped Body Armour [1]
Tempered Defences
25% increased Armour
+15% of Armour also applies to Elemental Damage [1]
Vengeful Fury
Gain 5 Rage when Hit by an Enemy
Every Rage also grants 1% increased Armour [1]

Armour applies to non-physical damage

NameStats
Armour
10% increased Armour
+5% of Armour also applies to Elemental Damage [1] [2] [3]
Armour and Applies to Lightning Damage
10% increased Armour
+10% of Armour also applies to Lightning Damage [1] [2] [3]
Armour and Applies to Cold Damage
10% increased Armour
+10% of Armour also applies to Cold Damage [1] [2] [3]
Armour and Applies to Fire Damage
10% increased Armour
+10% of Armour also applies to Fire Damage [1] [2] [3]
Armour Applies to Cold Damage Hits
+15% of Armour also applies to Cold Damage [1] [2]
Armour Applies to Fire Damage Hits
+15% of Armour also applies to Fire Damage [1] [2]
Armour Applies to Lightning Damage Hits
+15% of Armour also applies to Lightning Damage [1] [2]
Energy Shield and Armour applies to Elemental Damage Hits
+5% of Armour also applies to Elemental Damage
12% increased maximum Energy Shield [1] [2]
Shapeshifted Armour
10% increased Armour while Shapeshifted
+5% of Armour also applies to Elemental Damage while Shapeshifted [1] [2] [3]
Shapeshifting Armour applies to Elemental Damage Hits
+8% of Armour also applies to Elemental Damage while Shapeshifted [1]
Chillproof
+30% of Armour also applies to Cold Damage
30% reduced Effect of Chill on you
30% increased Freeze Threshold [1]
Devoted Protector
15% faster start of Energy Shield Recharge
15% increased Armour
+15% of Armour also applies to Elemental Damage
+5 to Strength and Intelligence [1]
Heatproof
+30% of Armour also applies to Fire Damage
30% reduced Magnitude of Ignite on you [1]
Insulating Hide
+20% of Armour also applies to Elemental Damage while Shapeshifted
20% faster start of Energy Shield Recharge while Shapeshifted [1]
Prism Guard
+30% of Armour also applies to Elemental Damage [1]
Shockproof
+30% of Armour also applies to Lightning Damage
30% reduced effect of Shock on you [1]
Tempered Defences
25% increased Armour
+15% of Armour also applies to Elemental Damage [1]
The Molten One's Gift
Fully Broken Armour you inflict also increases Fire Damage Taken from Hits
15% increased effect of Fully Broken Armour
+10% to Fire Resistance [1]

Miscellany

NameStats
Thorns Ignore Armour
Thorns Damage has 25% chance to ignore Enemy Armour [1] [2]
Adamant Recovery
Increases and Reductions to Armour also apply to Energy Shield
Recharge Rate at 40% of their value [1]
Blade Catcher
Defend with 200% of Armour against Critical Hits
+15 to Strength [1]
Breakage
Break 60% increased Armour
10% chance to Defend with 200% of Armour [1]
Defiance
120% increased Armour and Evasion Rating when on Low Life [1]
Eroding Chains
Break 50% of Armour on Pinning an Enemy [1]
Fortified Location
10% increased Armour and Evasion Rating per Summoned Totem in your Presence
10% increased Attack Damage per Summoned Totem in your Presence [1]
General's Bindings
Gain 8% of Evasion Rating as extra Armour [1]
Greatest Defence
4% increased Attack Damage per 75 Item Armour and Evasion Rating on Equipped Shield [1]
Heavy Armour
150% of Strength Requirements from Boots, Gloves and Helmets also added to Armour [1]
Impenetrable Shell
Defend with 150% of Armour against Hits from Enemies that are further than 6m away [1]
Insulated Treads
Gain Ailment Threshold equal to the lowest of Evasion and Armour on your Boots [1]
Iron Slippers
+3 to Armour per 1 Item Energy Shield on Equipped Boots
10% reduced Slowing Potency of Debuffs on You [1]
Leather Bound Gauntlets
+1 to Evasion Rating per 1 Item Armour on Equipped Gloves [1]
Momentum
Ignore all Movement Penalties from Armour
5% reduced Slowing Potency of Debuffs on You [1]
Polished Iron
Gain additional Stun Threshold equal to 30% of Item Armour on Equipped Armour Items
25% increased Armour [1]
Projectile Bulwark
30% increased Armour
Defend with 120% of Armour against Projectile Attacks [1]
Reinforced Barrier
Defend with 120% of Armour while not on Low Energy Shield
20% increased maximum Energy Shield [1]
Ruinic Helm
+1 to Maximum Energy Shield per 8 Item Armour on Equipped Helmet [1]
Shredding Contraptions
Enemies affected by your Hazards Recently have 25% reduced Armour
Enemies affected by your Hazards Recently have 25% reduced Evasion Rating [1]
Spiked Armour
Thorns Damage has 50% chance to ignore Enemy Armour [1]
Spiked Shield
50% increased Defences from Equipped Shield
2% increased Attack Damage per 75 Item Armour and Evasion Rating on Equipped Shield [1]
Strong Chin
Gain Stun Threshold equal to the lowest of Evasion and Armour on your Helmet [1]
Tolerant Equipment
Immune to Bleeding if Equipped Helmet has higher Armour than Evasion Rating
Immune to Poison if Equipped Helmet has higher Evasion Rating than Armour [1]

Paths Not Taken passive skills

The following passive skills are exclusive the Oracle with The Unseen Path allocated:

NameStats
Armour
30% increased Armour while stationary [1] [2] [3]
Armour and Block Chance
15% increased Armour while stationary
5% increased Block chance [1]
Armour while Bleeding
30% increased Armour while Bleeding [1] [2] [3]
Unmoving Craiceann
30% increased Armour while stationary
30% increased Life Regeneration Rate while stationary [1]
Vale Dweller
50% increased Armour while Bleeding
50% reduced Magnitude of Bleeding on You [1]

Ascendancy passive skills

The following Ascendancy passive skills are related to armour:

Ascendancy
Class
NameStats
Disciple of Varashta
Sacred Rituals
60% of your current Energy Shield is added to your Armour for
determining your Physical Damage Reduction from Armour [1]
Invoker
...and Protect me from Harm
35% less Evasion Rating
Physical Damage Reduction from Armour is based on your combined Armour and Evasion Rating [1]
Tactician
Armour and Evasion
15% increased Armour and Evasion Rating [1] [2] [3] [4]
Tactician
Polish That Gear
Gain Deflection Rating equal to 20% of Armour
Gain 100% of Evasion Rating as extra Ailment Threshold [1]
Tactician
Stay Light, Use Cover
Defend with 200% of Armour
Enemies have an Accuracy Penalty against you based on Distance
Maximum Chance to Evade is 50%
Maximum Physical Damage Reduction is 50% [1]
Titan
Armour
20% increased Armour [1] [2]
Witchhunter
Obsessive Rituals
Grants Skill: Sorcery Ward
35% less Armour and Evasion Rating [1]

Keystones

The following Keystones are related to armour:

NameStats
Circular Teachings
Gain no inherent bonus from Dexterity
1% increased Armour per 2 Dexterity [1]
Hollow Palm Technique
Can Attack as though using a Quarterstaff while both of your hand slots are empty
Unarmed Attacks that would use your Quarterstaff's damage gain:
Physical damage based on their Skill Level
• 1% more Attack Speed per 75 Item Evasion Rating on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items [1]
Iron Reflexes
Converts all Evasion Rating to Armour [1]
Scarred Faith
5% of Physical Damage prevented Recouped as Energy Shield per enemy Power
Energy Shield does not Recharge
You cannot Recover Energy Shield from Regeneration
You cannot Recover Energy Shield to above Armour [1]

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