Items & Uniques

Armour

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 rela

4 min read·Updated 2026-07-10·Editor score 97/100
Armour screenshot 1
Editor's TakeMedium97/100

Everything you need on Armour in one scan: core mechanics, priority actions, and common mistakes to skip.

Best for: Looters deciding what to pick up, wear, or sell

⚡ Pro Tips

  • To prevent one third of damage (33%), you need armour 5 times the damage (e.g. 500 armour for 100 damage)
  • Upgrade weapon base types at every Act breakpoint — DPS jumps are massive.
  • Unique items can brick your build; read the downside text before equipping.

✓ Quick Checklist

  • 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)

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 BlackbraidBlackbraidFur PlateArmour: (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 DamageAn Ezomyte endures. or Doryani's PrototypeDoryani's PrototypeScale MailArmour: (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 DamageEnemies in your Presence have Lightning Resistance equal to yoursLightning 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

Relative damage reduction

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

D R ( A , D r a w ) = A A + 10 ∗ D r a w \color [rgb]{0.6392156862745098,0.5529411764705883,0.42745098039215684}DR(A,D_{raw})={A \over A+10*D_{raw}}

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

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

A ( D r a w , D R ) = D R ∗ 10 ∗ D r a w 1 − D R \color [rgb]{0.6392156862745098,0.5529411764705883,0.42745098039215684}A(D_{raw},DR)={DR*10*D_{raw} \over 1-DR}

Examples

Related mechanics

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.

Bear form

While Shapeshifted into a Bear, you gain +10 Armour per character level and +30% of your Armour also applies to elemental damage.

Related skills

GemTier
Raise ShieldRaise ShieldAttack, AoE, Melee, Physical, ChannellingLevel: 1Attack Time: 0.55 secCritical Strike Chance: 5.00%Attack Damage: 80% of baseRequires: Armoured ShieldRaise your Shield to Block0
File:Rite of Restoration inventory icon.pngRite of RestorationRite of RestorationSpell, AoE, Duration, StagedLevel: (1-20)Cooldown Time: 10.00 secCan Store 1 Use(s)Cast Time: 0.60 secPlace a Sigil on 0
Shield ChargeShield ChargeAttack, AoE, Melee, Physical, Channelling, TravelTier: 3Level: (1-20)Cost: (7-48) Mana per secondAttack Time: 0.60 secCritical Strike Chance: 5.00%Attack Damage: (30-94)% of 3
Skeletal Frost MageSkeletal Frost MageMinion, Persistent, ColdTier: 5Level: (1-20)Reservation: (120-39) SpiritActivate to summon Reviving Skeletal Frost Mages that can envelop your Minions in an icy s5
VulnerabilityVulnerabilitySpell, AoE, Physical, Duration, Curse, RepeatableTier: 7Level: (1-20)Cost: (41-178) ManaCast Time: 0.70 secCurse all targets in an area after a short delay. making Hits again7
Shield WallShield WallAttack, AoE, Melee, Physical, DurationTier: 7Level: (1-20)Cost: (13-92) ManaAttack Time: 1.25 secCritical Strike Chance: 5.00%Attack Damage: (65-235)% of baseRequires: Armoured S7
Fortifying CryFortifying CryWarcry, Attack, AoE, Melee, Trigger, Physical, Duration, NovaTier: 9Level: (1-20)Cost: (19-85) ManaCooldown Time: 8.00 secCan Store 1 Use(s)Use Time: 0.80 secRequires: Armo9

Persistent skills

GemTier
Sorcery WardSorcery WardSpell, Buff, Persistent, Lightning, Cold, FireLevel: (1-20)Cast Time: 1.00 secPassively manifests a protective barrier which takes Elemental Damage from Hits for you until depl0
Virtuous BarrierVirtuous BarrierBuff, PersistentLevel: (1-20)While active, conjures a glittering barrier that accumulates protective gemstone Motes of each Attribute type over time, but loses a random0
Magma BarrierMagma BarrierBuff, Attack, Persistent, AoE, Melee, Trigger, FireTier: 4Level: (1-20)Reservation: 30 SpiritRequires: Shield, BucklerWhile active, increases your Block Chance passively and 4
Scavenged PlatingScavenged PlatingBuff, Persistent, Physical, DurationTier: 4Level: (1-20)Reservation: 30 SpiritWhile active, uses fragments of armour scavenged from enemies to bolster your own. Fully4
BarkskinBarkskinBuff, Persistent, DurationTier: 8Level: (1-20)Reservation: 30 SpiritWhile active, taking Hit damage from enemies to your Energy Shield causes you to gain Armour for a short duration. A8
Defiance BannerDefiance BannerBanner, Buff, Persistent, AoE, Aura, Duration, ConditionalTier: 8Level: (1-20)Reservation: 30 SpiritWhile active, Attacking enemies builds Glory. When you have maximum Gl8
Charge RegulationCharge RegulationBuff, PersistentTier: 14Level: (1-20)Reservation: 30 SpiritWhile active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes 14

Support gems

GemTier
Refraction IRefraction ISupport, Buff, PersistentCategory: RefractionTier: 2Additional Reservation: 10 SpiritSupport Requirements: +5 StrSupports Banner Skills, causing those affected by Auras they cr2
Refraction IIRefraction IISupport, Buff, PersistentCategory: RefractionTier: 3Additional Reservation: 10 SpiritSupport Requirements: +5 StrSupports Banner Skills, causing those affected by Auras they 3
Refraction IIIRefraction IIISupport, Buff, PersistentCategory: RefractionTier: 5Additional Reservation: 10 SpiritSupport Requirements: +5 StrSupports Banner Skills, causing Enemies within their area t5

Related base items

ItemBase itemItem classStats
Plate BeltPlate BeltRequires Level 25Has (1-3) Charm Slots+(100-140) to ArmourBelt25Has (1-3) Charm Slots+(100-140) to Armour
Warlord CuirassWarlord CuirassArmour: 496Movement Speed: -5.0%Requires Level 80, 121 Str+(15-25)% of Armour also applies to Elemental DamageBody Armour80+(15-25)% of Armour also applies to Elemental Damage

Related unique items

ItemBase itemItem classStats
BlackbraidBlackbraidFur PlateArmour: (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 StunFur 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 UtopiaStone CharmLasts 3.00 SecondsConsumes 20 of 40 Charges on useCannot be StunnedRequires Level 8Used when you become StunnedDefend with 200% of Armour during effect"It may be centuriStone CharmCharm8Used when you become StunnedDefend with 200% of Armour during effect
GoregirdleGoregirdlePlate BeltRequires Level 25Has (1-3) Charm Slots+(100-140) to Armour+(20-30) to Strength(10-20) Life Regeneration per secondDefend with 200% of ArmourMaximum Physical Damage ReductPlate BeltBelt25Has (1-3) Charm Slots+(100-140) to Armour+(20-30) to Strength(10-20) Life Regeneration per secondDefend with 200% of ArmourMaximum Physical Damage Reduction is 50%
Doryani's PrototypeDoryani's PrototypeScale MailArmour: (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 LifeScale MailBody Armour37(50-100)% increased Armour and Evasion+(60-100) to maximum Life+100% of Armour also applies to Lightning DamageEnemies in your Presence have Lightning Resistance equal to yoursLightning Resistance doe
Grip of KulemakGrip of KulemakAbyssal SignetRequires Level 40Inflict Abyssal Wasting on Hit(30-20)% reduced Presence Area of Effect(30-20)% reduced Light Radius<Can gain 0-4 custom Desecrated ModifierAbyssal SignetRing40Inflict 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 y<Can gain 0-4 custom Desecrated Modifiers> (Hidden)(60-100)% increased Magnitude of Abyssal Wasting you inflictAbyssal Wasting you inflict has Infinite DurationAbyssal Wasting also applies -(8-6)% to Fire Resistance+(20-30)% of Armour also applies to
<Can gain 0-4 custom Desecrated Modifiers> (Hidden)
(60-100)% increased Magnitude of Abyssal Wasting you inflictAbyssal Wasting you inflict has Infinite DurationAbyssal Wasting also applies -(8-6)% to Fire Resistance+(20-30)% of Armour also applies to
LoreweaveLoreweaveOrnate RingmailArmour: 225Energy Shield: 66Movement Speed: -4.0%Requires Level 43, 45 Str, 45 IntAdds (1-4) to (8-12) Physical Damage to Attacks+(200-300) to Accuracy Rating+(20-30) Ornate RingmailBody Armour43Adds (1-4) to (8-12) Physical Damage to Attacks+(200-300) to Accuracy Rating+(20-30) to maximum Mana(6-15)% increased Rarity of Items found+(2-5)% to Quality of all Skills(7-10)% increased Cast SpeedY<3 random unique ring modifiers>(50-70)% increased Rarity of Items foundYour other Modifiers to Rarity of Items found do not apply(-100-100)% increased Rarity of Items foundYour other Modifiers to Rarity of Items found do not apply(
<3 random unique ring modifiers>
(50-70)% increased Rarity of Items foundYour other Modifiers to Rarity of Items found do not apply(-100-100)% increased Rarity of Items foundYour other Modifiers to Rarity of Items found do not apply(

Related passive skills

The following passive skills are related to armour:

Base armour rating

NameStats
Armour+20 to Armour
Armour and Energy Shield+10 to Armour+5 to maximum Energy Shield
Armour and Evasion+10 to Armour+8 to Evasion Rating

Increased armour

NameStats
Armour15% increased Armour 20% increased Armour if you haven't been Hit Recently 20% increased Armour if you have been Hit Recently 18% increased Armour 10% increased Armour+5% of Armour also applies to Ele
Armour and Applies to Lightning Damage10% increased Armour+10% of Armour also applies to Lightning Damage
Armour and Applies to Cold Damage10% increased Armour+10% of Armour also applies to Cold Damage
Armour and Applies to Fire Damage10% increased Armour+10% of Armour also applies to Fire Damage
Armour and Energy Shield12% increased Armour12% increased maximum Energy Shield 10% increased Armour10% increased maximum Energy Shield
Armour and Energy Shield Delay12% increased Armour4% faster start of Energy Shield Recharge
Armour and Evasion while Surrounded20% increased Armour while Surrounded20% increased Evasion Rating while Surrounded
Armour and Slow Effect on You5% reduced Slowing Potency of Debuffs on You10% increased Armour
Armour Break and ArmourBreak 15% increased Armour10% increased Armour
Armour if Consumed Endurance Charge20% increased Armour if you've consumed an Endurance Charge Recently
Armour if Hit20% increased Armour if you have been Hit Recently

Armour applies to non-physical damage

NameStats
Armour10% increased Armour+5% of Armour also applies to Elemental Damage
Armour and Applies to Lightning Damage10% increased Armour+10% of Armour also applies to Lightning Damage
Armour and Applies to Cold Damage10% increased Armour+10% of Armour also applies to Cold Damage
Armour and Applies to Fire Damage10% increased Armour+10% of Armour also applies to Fire Damage
Armour and Energy ShieldFile:ArmourElementalDamageEnergyShieldRecharge passive skill icon.png4% faster start of Energy Shield Recharge+5% of Armour also applies to Elemental Damage +8% of Armour also applies to Elemental Damage
Armour and Evasion10% increased Evasion Rating+5% of Armour also applies to Elemental Damage
Armour Applies to Cold Damage Hits+15% of Armour also applies to Cold Damage
Armour applies to Elemental Damage and DeflectionFile:ArmourElementalDamageDeflect passive skill icon.png+5% of Armour also applies to Elemental DamageGain Deflection Rating equal to 5% of Evasion Rating +4% of Armour also applies to Elemental DamageGain Deflection Rating equal to 6% of Evasion Rating +6
Armour Applies to Elemental Damage and Energy Shield DelayFile:ArmourElementalDamageEnergyShieldRecharge passive skill icon.png4% faster start of Energy Shield Recharge+5% of Armour also applies to Elemental Damage 3% faster start of Energy Shield Recharge+6% of Armour also applies to Elemental Damage
Armour Applies to Fire Damage Hits+15% of Armour also applies to Fire Damage
Armour Applies to Lightning Damage Hits+15% of Armour also applies to Lightning Damage

Miscellany

NameStats
Armour Modifier LevelArmour Modifiers on Birthed Items have Minimum Modifier Level 60
Block and Shield Defences4% increased Block chance15% increased Armour, Evasion and Energy Shield from Equipped Shield
Channelling Damage and DefencesChannelling Skills deal 6% increased Damage4% increased Armour, Evasion and Energy Shield while Channelling
Channelling Defences8% increased Armour, Evasion and Energy Shield while Channelling
Defences and Companion LifeCompanions have 12% increased maximum Life10% increased Armour, Evasion and Energy Shield while your Companion is in your Presence
Defenses and Companion LifeCompanions have 12% increased maximum Life10% increased Armour, Evasion and Energy Shield while your Companion is in your Presence
Shield Defences25% increased Armour, Evasion and Energy Shield from Equipped Shield
Thorns Ignore ArmourThorns Damage has 25% chance to ignore Enemy Armour
Barrier of VenariusDefend with 120% of Armour while not on Low Energy Shield20% increased maximum Energy Shield25% reduced Armour Break taken
Blade CatcherDefend with 200% of Armour against Critical Hits+15 to Strength
BreakageBreak 60% increased Armour10% chance to Defend with 200% of Armour

Paths Not Taken passive skills

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

NameStats
Armour30% increased Armour while stationary
Armour and Block Chance15% increased Armour while stationary5% increased Block chance
Armour while Bleeding30% increased Armour while Bleeding
Unmoving Craiceann30% increased Armour while stationary30% increased Life Regeneration Rate while stationary
Vale Dweller50% increased Armour while Bleeding50% reduced Magnitude of Bleeding on You

Ascendancy passive skills

The following Ascendancy passive skills are related to armour:

AscendancyClassNameStats
Disciple of VarashtaSacred Rituals60% of your current Energy Shield is added to your Armour fordetermining your Physical Damage Reduction from Armour
Invoker...and Protect me from Harm35% less Evasion RatingPhysical Damage Reduction from Armour is based on your combined Armour and Evasion Rating
PathfinderTraveller's WisdomAttribute Passive Skills can instead grant 5% increased DamageAttribute Passive Skills can instead grant 5% increased Armour, Evasion and Energy ShieldAttribute Passive Skills can instead grant 5% inc
ShamanDefences10% increased Armour, Evasion and Energy Shield
TacticianArmour and Evasion15% increased Armour and Evasion Rating
TacticianPolish That GearGain Deflection Rating equal to 20% of ArmourGain 100% of Evasion Rating as extra Ailment Threshold
TacticianStay Light, Use CoverDefend with 200% of ArmourEnemies have an Accuracy Penalty against you based on DistanceMaximum Chance to Evade is 50%Maximum Physical Damage Reduction is 50%
TitanArmour20% increased Armour
WitchhunterObsessive RitualsGrants Skill: Sorcery Ward50% less Armour and Evasion Rating

Keystones

The following Keystones are related to armour:

NameStats
Circular TeachingsGain no inherent bonus from Dexterity1% increased Armour per 2 Dexterity
Craftsman's CreedAllows Blacksmith's, Armourer's and Basic Strongboxes to roll Prefix Modifiers that cause dropped items to require particular Attributes
Hollow Palm TechniqueCan Attack as though using a Quarterstaff while both of your hand slots are emptyUnarmed Attacks that would use an Equipped Quarterstaff's damage have:• Base Unarmed Physical damage replaced with dama
Iron ReflexesConverts all Evasion Rating to Armour
Scarred Faith5% of Physical Damage prevented Recouped as Energy Shield per enemy PowerEnergy Shield does not RechargeYou cannot Recover Energy Shield from RegenerationYou cannot Recover Energy Shield to above Armo

Version history

VersionChanges
0.4.0dThe character sheet now displays how much item armour, evasion and/or energy shield you have.
0.4.0Physical 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
0.2.0fFixed 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 Sk
0.2.0Armour on all monsters has been reduced by 30%.
0.1.1Armour has been made more effective, by approximately 15%.
0.1.0Introduced to the game.

References

Armour screenshot 1
\color [rgb]{0.6392156862745098,0.5529411764705883,0.42745098039215684}DR(A,D_{raw})={A \over A+10*D_{raw}}
\color [rgb]{0.6392156862745098,0.5529411764705883,0.42745098039215684}DR(A,D_{raw})={A \over A+10*D_{raw}}
\color [rgb]{0.6392156862745098,0.5529411764705883,0.42745098039215684}A(D_{raw},DR)={DR*10*D_{raw} \over 1-DR}
\color [rgb]{0.6392156862745098,0.5529411764705883,0.42745098039215684}A(D_{raw},DR)={DR*10*D_{raw} \over 1-DR}
Armour screenshot 4
Gem requires strength
Gem requires strength

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