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<h1 id="firstHeading" class="firstHeading" aria-level="1">Armors</h1> <div id="bodyContent" class="body_content">
<h2 id="siteSub">From DoomWiki.org</h2>
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<a rel="nofollow" class="external text" href="https://doomwiki.org/w/index.php?title=Armors&amp;oldid=265191&amp;diff=cur">1 pending change</a> awaits review.<p><table id='mw-fr-revisionratings-box' style='margin: auto;' class='flaggedrevs-color-1' cellpadding='0'><tr><td class='fr-text' style='vertical-align: middle;'>Accuracy</td><td class='fr-value40' style='vertical-align: middle;'>Spot checked</td></tr>
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<div id="mw-content-text" lang="en" dir="ltr" class="mw-content-ltr"><p><b>Armors</b> help protect a <a href="/wiki/Player" title="Player">player</a> from <a href="/wiki/Damage" title="Damage" class="mw-redirect">damage</a>. The armor attribute is shown on the <a href="/wiki/Status_bar" title="Status bar">status bar</a>, expressed as a percentage of the protective value of the <a href="/wiki/Green_armor" title="Green armor" class="mw-redirect">green armor</a> item. It starts at zero and may go as high as 200 percent (or, in <a href="/wiki/Versions_of_Doom_and_Doom_II" title="Versions of Doom and Doom II">Doom v1.2</a> and earlier versions, a much <a href="/wiki/Armor_percentage_rollover" title="Armor percentage rollover">larger value</a>).
</p><p>The armor percentage is reduced when the player absorbs damage due to enemy attacks or environmental hazards (<a href="/wiki/Damaging_floor" title="Damaging floor">damaging floors</a>, exploding <a href="/wiki/Barrel" title="Barrel">barrels</a>, <a href="/wiki/Pod" title="Pod">pods</a>, or <a href="/wiki/Crushing_ceiling" title="Crushing ceiling">crushing ceilings</a>).
</p><p>In the <a href="/wiki/Doom_games" title="Doom games">Doom games</a>, the standard green armor absorbs one third (1/3) of the damage from each hit, thus lessening the decrease in <a href="/wiki/Health" title="Health">health</a>. The blue <a href="/wiki/Megaarmor" title="Megaarmor">megaarmor</a> and the <a href="/wiki/Megasphere" title="Megasphere">megasphere</a> are more protective, and absorb one half (1/2) of the damage until fully depleted. Beneath 100 points, the megaarmor and the megasphere still absorb one half of damage, so it is therefore good practice to avoid regular armors until the superior type has been depleted significantly beneath 100 percent. Picking up <a href="/wiki/Armor_bonus" title="Armor bonus">armor bonuses</a> simply increments the armor value by one percent, and does not otherwise affect the protectiveness of the suit or powerup most recently gained.
</p><p>In cases where neither the armor, megaarmor or megasphere have been picked up, acquiring armor bonuses will assume a protection of only one third. If, on the other hand, a megaarmor has been picked up and depletes to zero percent, the protectiveness likewise reverts to one third.
</p>
<div id="toc" class="toc"><div id="toctitle"><h2>Contents</h2></div>
<ul>
<li class="toclevel-1 tocsection-1"><a href="#Examples"><span class="tocnumber">1</span> <span class="toctext">Examples</span></a></li>
<li class="toclevel-1 tocsection-2"><a href="#Doom_game_armors"><span class="tocnumber">2</span> <span class="toctext">Doom game armors</span></a></li>
<li class="toclevel-1 tocsection-3"><a href="#Heretic_armors"><span class="tocnumber">3</span> <span class="toctext">Heretic armors</span></a></li>
<li class="toclevel-1 tocsection-4"><a href="#Hexen_armors"><span class="tocnumber">4</span> <span class="toctext">Hexen armors</span></a></li>
<li class="toclevel-1 tocsection-5"><a href="#Strife_armors"><span class="tocnumber">5</span> <span class="toctext">Strife armors</span></a></li>
<li class="toclevel-1 tocsection-6"><a href="#Doom_3_armors"><span class="tocnumber">6</span> <span class="toctext">Doom 3 armors</span></a></li>
<li class="toclevel-1 tocsection-7"><a href="#Doom_.282016.29_armors"><span class="tocnumber">7</span> <span class="toctext">Doom (2016) armors</span></a></li>
<li class="toclevel-1 tocsection-8"><a href="#Doom_Eternal_armors"><span class="tocnumber">8</span> <span class="toctext">Doom Eternal armors</span></a></li>
</ul>
</div>
<h3><span class="mw-headline" id="Examples">Examples</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Armors&amp;action=edit&amp;section=1" title="Edit section: Examples">edit</a><span class="mw-editsection-bracket">]</span></span></h3>
<p>A player is struck by a bullet that does 15 <a href="/wiki/Hit_point" title="Hit point">hit points</a> of damage. Without any armor, all 15 units of health are lost. If the player has picked up normal armor or a few armor bonuses, the armor percentage is reduced by 5 and health by 10. If the player instead acquired a megaarmor or megasphere, the armor percentage would be reduced by 7 and health by 8.
</p><p>If armor is less than the calculated amount to absorb, then it absorbs whatever its value is (reducing it to zero) and the balance is subtracted from the health percentage. Had the above player gained only 3 armor bonuses, he would lose their value along with the 10 points of health, and also an additional 2 points of health (losing 3% armor and 12% health, in total).
</p>
<h3><span class="mw-headline" id="Doom_game_armors">Doom game armors</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Armors&amp;action=edit&amp;section=2" title="Edit section: Doom game armors">edit</a><span class="mw-editsection-bracket">]</span></span></h3>
<ul><li> The <a href="/wiki/Armor_bonus" title="Armor bonus">armor bonus</a> (glowing helmet) increases armor by 1%, up to 200%.</li>
<li> The <a href="/wiki/Armor" title="Armor">armor</a> (green vest) sets armor to 100%, if it is less. It absorbs one-third of damage.</li>
<li> The <a href="/wiki/Megaarmor" title="Megaarmor">megaarmor</a> (blue vest) maxes out armor to 200%, if it is less. It absorbs one-half of damage.</li>
<li> The <a href="/wiki/Megasphere" title="Megasphere">megasphere</a> (gray sphere) acts like the megaarmor, in addition to maxing out health.</li></ul>
<h3><span class="mw-headline" id="Heretic_armors">Heretic armors</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Armors&amp;action=edit&amp;section=3" title="Edit section: Heretic armors">edit</a><span class="mw-editsection-bracket">]</span></span></h3>
<ul><li> The <a href="/wiki/Silver_Shield" title="Silver Shield">Silver Shield</a> sets armor to 100%, if it is less. It absorbs one-half of damage.</li>
<li> The <a href="/wiki/Enchanted_Shield" title="Enchanted Shield">Enchanted Shield</a> sets armor to 200%, if it is less. It absorbs three-fourths of damage.</li></ul>
<h3><span class="mw-headline" id="Hexen_armors">Hexen armors</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Armors&amp;action=edit&amp;section=4" title="Edit section: Hexen armors">edit</a><span class="mw-editsection-bracket">]</span></span></h3>
<p>Armors in <a href="/wiki/Hexen" title="Hexen">Hexen</a> behave differently from those in Doom, Heretic, or Strife. The armor class corresponds to one fifth of the armor's actual value (so an armor class of 20 corresponds to 100% armor). The armor value is also used as the percent of damage absorbed, making damaged armor less protective than intact armor. Each character class has a minimal armor class below which they will not go, no matter how much damage is received. Armor class is improved by taking several armor items that can be combined together. Damage is spread between the various items, eventually resulting in their destruction. Only one intact item of each type can be used at a time.
</p>
<ul><li> The <a href="/wiki/Amulet_of_Warding" title="Amulet of Warding">Amulet of Warding</a> increases your character's armor class. The <a href="/wiki/Mage" title="Mage" class="mw-redirect">mage</a> receives the most armor from this and the <a href="/wiki/Fighter" title="Fighter" class="mw-redirect">fighter</a> the least.</li>
<li> The <a href="/wiki/Falcon_Shield" title="Falcon Shield">Falcon Shield</a> increases your character's armor class. The <a href="/wiki/Cleric" title="Cleric" class="mw-redirect">cleric</a> benefits most from this armor while the mage receives the least. </li>
<li> The <a href="/wiki/Mesh_Armor" title="Mesh Armor">Mesh Armor</a> increases your character's armor class. This armor is most useful to the <a href="/wiki/Fighter" title="Fighter" class="mw-redirect">fighter</a> and least useful to the <a href="/wiki/Mage" title="Mage" class="mw-redirect">mage</a>.</li>
<li> The <a href="/wiki/Platinum_Helm" title="Platinum Helm">Platinum Helm</a> increases your character's armor class. It is not the favorite armor of any class, but benefits the fighter most and the cleric least.</li>
<li> The <a href="/wiki/Dragonskin_Bracers" title="Dragonskin Bracers">Dragonskin Bracers</a> are technically an <a href="/wiki/Artifact" title="Artifact">artifact</a> rather than armor, boosting your character's armor class.</li></ul>
<h3><span class="mw-headline" id="Strife_armors">Strife armors</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Armors&amp;action=edit&amp;section=5" title="Edit section: Strife armors">edit</a><span class="mw-editsection-bracket">]</span></span></h3>
<p>Armor in <a href="/wiki/Strife" title="Strife">Strife</a> may be both bought from shops and found in levels.
</p>
<ul><li> <a href="/wiki/Leather_armor" title="Leather armor">Leather armor</a> is the cheapest armor available from shops and has protection characteristics identical to Doom's green armor.</li>
<li> <a href="/wiki/Metal_armor" title="Metal armor">Metal armor</a> is more expensive, but is found more often in levels as well. It has protection characteristics identical to Doom's megaarmor.</li>
<li> <a href="/wiki/Shadow_armor" title="Shadow armor">Shadow armor</a>, despite its in-game treatment and name, is not armor but is similar to Doom's <a href="/wiki/Partial_invisibility" title="Partial invisibility">partial invisibility</a>. It makes the player harder to see and aim at.</li></ul>
<h3><span class="mw-headline" id="Doom_3_armors"><a href="/wiki/Supplies_(Doom_3)#Armor" title="Supplies (Doom 3)">Doom 3 armors</a></span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Armors&amp;action=edit&amp;section=6" title="Edit section: Doom 3 armors">edit</a><span class="mw-editsection-bracket">]</span></span></h3>
<p>The armor in Doom 3 absorbs 30% of the damage the player takes in singleplayer mode, and 60% in multiplayer mode. The maximum amount of armor the player can have is 125 in singleplayer, and 200 in multiplayer, but in multiplayer the armor drops by 2 every 1.5 seconds when it's above 100.
</p><p>The armor pickups in Doom 3 come in two varieties:
</p>
<ul><li> The armor shard gives the player 5 armor points.</li>
<li> The security armor gives the player 50 armor points.</li></ul>
<h3><span class="mw-headline" id="Doom_.282016.29_armors">Doom (2016) armors</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Armors&amp;action=edit&amp;section=7" title="Edit section: Doom (2016) armors">edit</a><span class="mw-editsection-bracket">]</span></span></h3>
<div class="dw-div-dl"><i>Main article: <a href="/wiki/Supplies" title="Supplies">Supplies</a></i></div>
<div class="dw-div-dl"><i>See also: <a href="/wiki/Multiplayer_armor" title="Multiplayer armor">Multiplayer armor</a></i></div>
<p>Armor in <a href="/wiki/Doom_(2016)" title="Doom (2016)">Doom (2016)</a> absorbs 100% of damage, essentially functioning as extra hit points. It comes in various forms, including shards, shields, and suits, and is also granted by the <a href="/wiki/Mega_health" title="Mega health">mega health</a> power-up. The amount of armor the player can carry in single-player can be upgraded by finding <a href="/wiki/Argent_cell" title="Argent cell">Argent cells</a>. Various game play mechanics can affect armor as well:
</p>
<ul><li> With the Equipment Power <a href="/wiki/Rune" title="Rune">rune</a>, the <a href="/wiki/Siphon_grenade" title="Siphon grenade">siphon grenade</a> can restore armor as well as health.</li>
<li> With the Rich Get Richer rune, the player will have infinite ammunition so long as they possess a certain amount of armor.</li>
<li> With Armored Offensive, <a href="/wiki/Glory_kill" title="Glory kill">glory kills</a> can drop armor as well as health.</li>
<li> In multiplayer, the Armor Plating and Retribution runes can grant additional armor.</li></ul>
<h3><span class="mw-headline" id="Doom_Eternal_armors">Doom Eternal armors</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Armors&amp;action=edit&amp;section=8" title="Edit section: Doom Eternal armors">edit</a><span class="mw-editsection-bracket">]</span></span></h3>
<div class="dw-div-dl"><i>Main article: <a href="/wiki/Supplies_(Doom_Eternal)" title="Supplies (Doom Eternal)">Supplies (Doom Eternal)</a></i></div>
<p>Like Doom (2016), armor in <a href="/wiki/Doom_Eternal" title="Doom Eternal">Doom Eternal</a> absorbs 100% of damage for as long as it lasts. Pickups can be found throughout the game as shards, helmets and chestplates; the spiritual armor and soulsphere will fully restore armor when collected. In combat, enemies that are set on on fire with the <a href="/wiki/Flame_belch" title="Flame belch">flame belch</a> will drop armor shards; enemies that are killed while on fire will drop even more shards. The amount of armor the player can carry in single-player can be upgraded by finding <a href="/wiki/Sentinel_crystal" title="Sentinel crystal">Sentinel crystals</a>.
</p>
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