Armor is any in-game Item that mitigates damage and protects the character from harm. It works by absorbing a portion of incoming damage in place of the character's Health. Note that an armor's Durability is decreased every time it blocks damage.
Front cover for Don't Starve Together: Wormwood Deluxe Chest Game group created by Sciere (672879), additional games added to group by firefang9212 (71007) and jaXen (257904) MobyGames. Concept art, wallpaper, official screenshots, and other promotional art for Don't Starve Together: Forge Armor Chest. To sync this checklist with your Steam Inventory, you will need to copy and paste the text from your Don't Starve Together JSON file into the checklist. To access this file, you must either be logged into Steam (in this browser) or have a Public Steam Inventory. Don't Starve series Group Description. There is no description on file for this game group. Please feel free to add one. Don't Starve Together: Forge Armor Chest.
Item | Name | Durability | Physical Damage Absorption | Sanity | Movement Speed | Notes |
---|---|---|---|---|---|---|
Grass Suit | 225 157.5 | 60% | Take more damage from Werebeaver. | |||
Log Suit | 450 315 | 80% | Take more damage from Werebeaver. | |||
Night Armor | 750 525 | 95% | -10/min | Decreases Sanity by 10% of total damage (Damage absorbed by the armor + damage let through the armor). | ||
Marble Suit | 1050 735 | 95% | -30% | |||
Snurtle Shell Armor | 1050 735 | 60% | Players can hide inside the armor. It absorbs 100% damage while hiding inside. Snurtle Shell Armor has a 75% chance to drop from Snurtles. | |||
Thulecite Suit | 1800 1260 | 90% | +3.3/min | |||
1350 945 | 70% | +3.3/min | When worn, it provides immunity to fire damage, ignites enemies attacking the player | |||
750 | 75% | Protects the character from poisoning through physical contact. | ||||
825 | 70% | +2.0/min | -10% | |||
1350 | 70% | When worn, it provides immunity to fire damage, ignites enemies attacking the player. | ||||
450 | 80% | Deals 17 damage to attackers. Elephant Cacti ignore the player. | ||||
16 uses | 100% (every 5 seconds) | Nightmare Fuel can be used to refuel 25% of its durability. |
Item | Name | Durability | Physical Damage Absorption | Water Resistance | Notes |
---|---|---|---|---|---|
Football Helmet | 450 315 | 80% | 20% | ||
Beekeeper Hat | 750 1050 | 80% | 20% | Only absorbs damage taken from Bees, Killer Bees, Grumble Bees and Bee Queen, ineffective against everything else. | |
Shelmet | 750 525 | 90% | 20% | Has a 10% chance to drop from Slurtles. | |
Thulecite Crown | 1200 840 | 90% | Has a 33% chance to activate a force field which absorbs 100% of damage and prevents the player from getting stunned; While the force field is active 5% of the damage that would have been dealt is instead reduced from Sanity. | ||
750 525 | 80% | 20% | Only available to the Reign of Giants character Wigfrid. | ||
600 | 85% | 35% | Protects against Poison from physical contact. | ||
945 | 70% | 20% | Converts insanity auras into sanity auras. Triggers the Bow Emote on the nearby players. | ||
945 | 70% | 20% | induces insanity effects while making shadow creatures neutral. -12.5/min |
When the character is wearing both chest armor and head armor, the total received damage would be distributed as follows (armor absorption does not stack in DST):
It is difficult to tell without getting hit first or using a mod which item is designated as primary or secondary armor. Re-equipping them or reloading the game can change this order. The damage subtracted from the character's is the same despite the order.
Example: Attack damage of a Spider Queen (80) to a character equipped with a (primary armor) and a (secondary armor) will be distributed as follows:
Calculation can be simplified to: 80 × (1 − 0.6) × (1 − 0.8) = 6.4
The game itself does not distinguish any sort of pre-defined priorities of armor, instead takes them on the fly. While it might be hard to keep track of what armor receives the most damage, it is manageable.
Primary armor, i.e. the armor that absorbs the most damage, is always the last equipped. In order to save one's helmet, they would equip the helmet first, then the suit. If a suit is hot switched (replaced right away) it keeps its position. However, if there is any moment in which the helmet slot is empty (occurs when a helmet breaks, even if the player has a replacement in their inventory), the helmet assumes the primary slot and the suit has to be re-equipped.
It has been reported that reloading the game could change the positions. If not sure what armor is primary, just unequip the suit and equip it again, and the suit will become the primary.
Keep in mind that even the most beaten up log/grass suit still retains its original fuel value, therefore does not have to be used up. Instead of heading into the battle with an armor with low durability, risking the helmet assuming primary slot mid-fight, try equipping the shiny new suit and leaving the old one for when the night comes.
In Don't Starve Together, armor only has 70% of the durability as it does in Don't Starve. Armor also does not stack; only the highest damage absorption value is used. Damage is split among all of the worn armors, weighed by their absorption value. Worn armor takes damage equal to the total damage absorbed by all armor, multiplied by the ratio of the armor's absorption over the total absorption.
Examples: